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Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp839
1 files changed, 328 insertions, 511 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 6ca9f45e2..da4121c35 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -36,10 +36,7 @@ static bool IsPassThroughTevStage(const Pica::Regs::TevStageConfig& stage) {
stage.GetAlphaMultiplier() == 1);
}
-RasterizerOpenGL::RasterizerOpenGL() : cached_fb_color_addr(0), cached_fb_depth_addr(0) { }
-RasterizerOpenGL::~RasterizerOpenGL() { }
-
-void RasterizerOpenGL::InitObjects() {
+RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
// Create sampler objects
for (size_t i = 0; i < texture_samplers.size(); ++i) {
texture_samplers[i].Create();
@@ -61,6 +58,10 @@ void RasterizerOpenGL::InitObjects() {
uniform_block_data.dirty = true;
+ for (unsigned index = 0; index < lighting_luts.size(); index++) {
+ uniform_block_data.lut_dirty[index] = true;
+ }
+
// Set vertex attributes
glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION);
@@ -81,70 +82,24 @@ void RasterizerOpenGL::InitObjects() {
glVertexAttribPointer(GLShader::ATTRIBUTE_VIEW, 3, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, view));
glEnableVertexAttribArray(GLShader::ATTRIBUTE_VIEW);
- SetShader();
-
- // Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
- fb_color_texture.texture.Create();
- ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
-
- state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
- state.Apply();
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- 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();
-
- fb_depth_texture.texture.Create();
- ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
-
- state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
- state.Apply();
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
-
- state.texture_units[0].texture_2d = 0;
- state.Apply();
-
- // Configure OpenGL framebuffer
+ // Create render framebuffer
framebuffer.Create();
- state.draw.framebuffer = framebuffer.handle;
+ // Allocate and bind lighting lut textures
+ for (size_t i = 0; i < lighting_luts.size(); ++i) {
+ lighting_luts[i].Create();
+ state.lighting_luts[i].texture_1d = lighting_luts[i].handle;
+ }
state.Apply();
- glActiveTexture(GL_TEXTURE0);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_color_texture.texture.handle, 0);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
-
- for (size_t i = 0; i < lighting_lut.size(); ++i) {
- lighting_lut[i].Create();
- state.lighting_lut[i].texture_1d = lighting_lut[i].handle;
-
+ for (size_t i = 0; i < lighting_luts.size(); ++i) {
glActiveTexture(GL_TEXTURE3 + i);
- glBindTexture(GL_TEXTURE_1D, state.lighting_lut[i].texture_1d);
-
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
- state.Apply();
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- ASSERT_MSG(status == GL_FRAMEBUFFER_COMPLETE,
- "OpenGL rasterizer framebuffer setup failed, status %X", status);
-}
-void RasterizerOpenGL::Reset() {
+ // Sync fixed function OpenGL state
SyncCullMode();
SyncDepthModifiers();
SyncBlendEnabled();
@@ -156,10 +111,10 @@ void RasterizerOpenGL::Reset() {
SyncColorWriteMask();
SyncStencilWriteMask();
SyncDepthWriteMask();
+}
- SetShader();
+RasterizerOpenGL::~RasterizerOpenGL() {
- res_cache.InvalidateAll();
}
/**
@@ -196,47 +151,98 @@ void RasterizerOpenGL::DrawTriangles() {
if (vertex_batch.empty())
return;
- SyncFramebuffer();
- SyncDrawState();
+ const auto& regs = Pica::g_state.regs;
+
+ // Sync and bind the framebuffer surfaces
+ CachedSurface* color_surface;
+ CachedSurface* depth_surface;
+ MathUtil::Rectangle<int> rect;
+ std::tie(color_surface, depth_surface, rect) = res_cache.GetFramebufferSurfaces(regs.framebuffer);
+
+ state.draw.draw_framebuffer = framebuffer.handle;
+ state.Apply();
+
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_surface != nullptr ? color_surface->texture.handle : 0, 0);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_surface != nullptr ? depth_surface->texture.handle : 0, 0);
+ bool has_stencil = regs.framebuffer.depth_format == Pica::Regs::DepthFormat::D24S8;
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, (has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0);
+
+ if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+ return;
+ }
+
+ // Sync the viewport
+ // These registers hold half-width and half-height, so must be multiplied by 2
+ GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2;
+ GLsizei viewport_height = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_y).ToFloat32() * 2;
+
+ glViewport((GLint)(rect.left + regs.viewport_corner.x * color_surface->res_scale_width),
+ (GLint)(rect.bottom + regs.viewport_corner.y * color_surface->res_scale_height),
+ (GLsizei)(viewport_width * color_surface->res_scale_width), (GLsizei)(viewport_height * color_surface->res_scale_height));
+
+ // Sync and bind the texture surfaces
+ const auto pica_textures = regs.GetTextures();
+ for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
+ const auto& texture = pica_textures[texture_index];
+
+ if (texture.enabled) {
+ texture_samplers[texture_index].SyncWithConfig(texture.config);
+ CachedSurface* surface = res_cache.GetTextureSurface(texture);
+ if (surface != nullptr) {
+ state.texture_units[texture_index].texture_2d = surface->texture.handle;
+ } else {
+ // Can occur when texture addr is null or its memory is unmapped/invalid
+ state.texture_units[texture_index].texture_2d = 0;
+ }
+ } else {
+ state.texture_units[texture_index].texture_2d = 0;
+ }
+ }
- if (state.draw.shader_dirty) {
+ // Sync and bind the shader
+ if (shader_dirty) {
SetShader();
- state.draw.shader_dirty = false;
+ shader_dirty = false;
}
- for (unsigned index = 0; index < lighting_lut.size(); index++) {
+ // Sync the lighting luts
+ for (unsigned index = 0; index < lighting_luts.size(); index++) {
if (uniform_block_data.lut_dirty[index]) {
SyncLightingLUT(index);
uniform_block_data.lut_dirty[index] = false;
}
}
+ // Sync the uniform data
if (uniform_block_data.dirty) {
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW);
uniform_block_data.dirty = false;
}
+ state.Apply();
+
+ // Draw the vertex batch
glBufferData(GL_ARRAY_BUFFER, vertex_batch.size() * sizeof(HardwareVertex), vertex_batch.data(), GL_STREAM_DRAW);
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertex_batch.size());
- vertex_batch.clear();
-
- // Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture
- const auto& regs = Pica::g_state.regs;
-
- u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
- * fb_color_texture.width * fb_color_texture.height;
-
- u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
- * fb_depth_texture.width * fb_depth_texture.height;
+ // Mark framebuffer surfaces as dirty
+ // TODO: Restrict invalidation area to the viewport
+ if (color_surface != nullptr) {
+ color_surface->dirty = true;
+ res_cache.FlushRegion(color_surface->addr, color_surface->size, color_surface, true);
+ }
+ if (depth_surface != nullptr) {
+ depth_surface->dirty = true;
+ res_cache.FlushRegion(depth_surface->addr, depth_surface->size, depth_surface, true);
+ }
- res_cache.InvalidateInRange(cached_fb_color_addr, cached_fb_color_size, true);
- res_cache.InvalidateInRange(cached_fb_depth_addr, cached_fb_depth_size, true);
-}
+ vertex_batch.clear();
-void RasterizerOpenGL::FlushFramebuffer() {
- CommitColorBuffer();
- CommitDepthBuffer();
+ // Unbind textures for potential future use as framebuffer attachments
+ for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
+ state.texture_units[texture_index].texture_2d = 0;
+ }
+ state.Apply();
}
void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
@@ -268,7 +274,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
// Alpha test
case PICA_REG_INDEX(output_merger.alpha_test):
SyncAlphaTest();
- state.draw.shader_dirty = true;
+ shader_dirty = true;
break;
// Sync GL stencil test + stencil write mask
@@ -334,7 +340,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
case PICA_REG_INDEX(tev_stage5.color_op):
case PICA_REG_INDEX(tev_stage5.color_scale):
case PICA_REG_INDEX(tev_combiner_buffer_input):
- state.draw.shader_dirty = true;
+ shader_dirty = true;
break;
case PICA_REG_INDEX(tev_stage0.const_r):
SyncTevConstColor(0, regs.tev_stage0);
@@ -521,41 +527,257 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
}
}
+void RasterizerOpenGL::FlushAll() {
+ res_cache.FlushAll();
+}
+
void RasterizerOpenGL::FlushRegion(PAddr addr, u32 size) {
- const auto& regs = Pica::g_state.regs;
+ res_cache.FlushRegion(addr, size, nullptr, false);
+}
- u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
- * fb_color_texture.width * fb_color_texture.height;
+void RasterizerOpenGL::FlushAndInvalidateRegion(PAddr addr, u32 size) {
+ res_cache.FlushRegion(addr, size, nullptr, true);
+}
- u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
- * fb_depth_texture.width * fb_depth_texture.height;
+bool RasterizerOpenGL::AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) {
+ using PixelFormat = CachedSurface::PixelFormat;
+ using SurfaceType = CachedSurface::SurfaceType;
- // If source memory region overlaps 3DS framebuffers, commit them before the copy happens
- if (MathUtil::IntervalsIntersect(addr, size, cached_fb_color_addr, cached_fb_color_size))
- CommitColorBuffer();
+ if (config.is_texture_copy) {
+ // TODO(tfarley): Try to hardware accelerate this
+ return false;
+ }
- if (MathUtil::IntervalsIntersect(addr, size, cached_fb_depth_addr, cached_fb_depth_size))
- CommitDepthBuffer();
+ CachedSurface src_params;
+ src_params.addr = config.GetPhysicalInputAddress();
+ src_params.width = config.output_width;
+ src_params.height = config.output_height;
+ src_params.is_tiled = !config.input_linear;
+ src_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.input_format);
+
+ CachedSurface dst_params;
+ dst_params.addr = config.GetPhysicalOutputAddress();
+ dst_params.width = config.scaling != config.NoScale ? config.output_width / 2 : config.output_width.Value();
+ dst_params.height = config.scaling == config.ScaleXY ? config.output_height / 2 : config.output_height.Value();
+ dst_params.is_tiled = config.input_linear != config.dont_swizzle;
+ dst_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.output_format);
+
+ MathUtil::Rectangle<int> src_rect;
+ CachedSurface* src_surface = res_cache.GetSurfaceRect(src_params, false, true, src_rect);
+
+ if (src_surface == nullptr) {
+ return false;
+ }
+
+ // Require destination surface to have same resolution scale as source to preserve scaling
+ dst_params.res_scale_width = src_surface->res_scale_width;
+ dst_params.res_scale_height = src_surface->res_scale_height;
+
+ MathUtil::Rectangle<int> dst_rect;
+ CachedSurface* dst_surface = res_cache.GetSurfaceRect(dst_params, true, false, dst_rect);
+
+ if (dst_surface == nullptr) {
+ return false;
+ }
+
+ // Don't accelerate if the src and dst surfaces are the same
+ if (src_surface == dst_surface) {
+ return false;
+ }
+
+ if (config.flip_vertically) {
+ std::swap(dst_rect.top, dst_rect.bottom);
+ }
+
+ if (!res_cache.TryBlitSurfaces(src_surface, src_rect, dst_surface, dst_rect)) {
+ return false;
+ }
+
+ u32 dst_size = dst_params.width * dst_params.height * CachedSurface::GetFormatBpp(dst_params.pixel_format) / 8;
+ dst_surface->dirty = true;
+ res_cache.FlushRegion(config.GetPhysicalOutputAddress(), dst_size, dst_surface, true);
+ return true;
}
-void RasterizerOpenGL::InvalidateRegion(PAddr addr, u32 size) {
- const auto& regs = Pica::g_state.regs;
+bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config) {
+ using PixelFormat = CachedSurface::PixelFormat;
+ using SurfaceType = CachedSurface::SurfaceType;
+
+ CachedSurface* dst_surface = res_cache.TryGetFillSurface(config);
+
+ if (dst_surface == nullptr) {
+ return false;
+ }
+
+ OpenGLState cur_state = OpenGLState::GetCurState();
+
+ SurfaceType dst_type = CachedSurface::GetFormatType(dst_surface->pixel_format);
- u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
- * fb_color_texture.width * fb_color_texture.height;
+ GLuint old_fb = cur_state.draw.draw_framebuffer;
+ cur_state.draw.draw_framebuffer = framebuffer.handle;
+ // TODO: When scissor test is implemented, need to disable scissor test in cur_state here so Clear call isn't affected
+ cur_state.Apply();
- u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
- * fb_depth_texture.width * fb_depth_texture.height;
+ if (dst_type == SurfaceType::Color || dst_type == SurfaceType::Texture) {
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
- // If modified memory region overlaps 3DS framebuffers, reload their contents into OpenGL
- if (MathUtil::IntervalsIntersect(addr, size, cached_fb_color_addr, cached_fb_color_size))
- ReloadColorBuffer();
+ if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+ return false;
+ }
+
+ GLfloat color_values[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+ // TODO: Handle additional pixel format and fill value size combinations to accelerate more cases
+ // For instance, checking if fill value's bytes/bits repeat to allow filling I8/A8/I4/A4/...
+ // Currently only handles formats that are multiples of the fill value size
+
+ if (config.fill_24bit) {
+ switch (dst_surface->pixel_format) {
+ case PixelFormat::RGB8:
+ color_values[0] = config.value_24bit_r / 255.0f;
+ color_values[1] = config.value_24bit_g / 255.0f;
+ color_values[2] = config.value_24bit_b / 255.0f;
+ break;
+ default:
+ return false;
+ }
+ } else if (config.fill_32bit) {
+ u32 value = config.value_32bit;
+
+ switch (dst_surface->pixel_format) {
+ case PixelFormat::RGBA8:
+ color_values[0] = (value >> 24) / 255.0f;
+ color_values[1] = ((value >> 16) & 0xFF) / 255.0f;
+ color_values[2] = ((value >> 8) & 0xFF) / 255.0f;
+ color_values[3] = (value & 0xFF) / 255.0f;
+ break;
+ default:
+ return false;
+ }
+ } else {
+ u16 value_16bit = config.value_16bit.Value();
+ Math::Vec4<u8> color;
+
+ switch (dst_surface->pixel_format) {
+ case PixelFormat::RGBA8:
+ color_values[0] = (value_16bit >> 8) / 255.0f;
+ color_values[1] = (value_16bit & 0xFF) / 255.0f;
+ color_values[2] = color_values[0];
+ color_values[3] = color_values[1];
+ break;
+ case PixelFormat::RGB5A1:
+ color = Color::DecodeRGB5A1((const u8*)&value_16bit);
+ color_values[0] = color[0] / 31.0f;
+ color_values[1] = color[1] / 31.0f;
+ color_values[2] = color[2] / 31.0f;
+ color_values[3] = color[3];
+ break;
+ case PixelFormat::RGB565:
+ color = Color::DecodeRGB565((const u8*)&value_16bit);
+ color_values[0] = color[0] / 31.0f;
+ color_values[1] = color[1] / 63.0f;
+ color_values[2] = color[2] / 31.0f;
+ break;
+ case PixelFormat::RGBA4:
+ color = Color::DecodeRGBA4((const u8*)&value_16bit);
+ color_values[0] = color[0] / 15.0f;
+ color_values[1] = color[1] / 15.0f;
+ color_values[2] = color[2] / 15.0f;
+ color_values[3] = color[3] / 15.0f;
+ break;
+ case PixelFormat::IA8:
+ case PixelFormat::RG8:
+ color_values[0] = (value_16bit >> 8) / 255.0f;
+ color_values[1] = (value_16bit & 0xFF) / 255.0f;
+ break;
+ default:
+ return false;
+ }
+ }
+
+ cur_state.color_mask.red_enabled = true;
+ cur_state.color_mask.green_enabled = true;
+ cur_state.color_mask.blue_enabled = true;
+ cur_state.color_mask.alpha_enabled = true;
+ cur_state.Apply();
+ glClearBufferfv(GL_COLOR, 0, color_values);
+ } else if (dst_type == SurfaceType::Depth) {
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
+
+ if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+ return false;
+ }
+
+ GLfloat value_float;
+ if (dst_surface->pixel_format == CachedSurface::PixelFormat::D16) {
+ value_float = config.value_32bit / 65535.0f; // 2^16 - 1
+ } else if (dst_surface->pixel_format == CachedSurface::PixelFormat::D24) {
+ value_float = config.value_32bit / 16777215.0f; // 2^24 - 1
+ }
+
+ cur_state.depth.write_mask = true;
+ cur_state.Apply();
+ glClearBufferfv(GL_DEPTH, 0, &value_float);
+ } else if (dst_type == SurfaceType::DepthStencil) {
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
+
+ if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+ return false;
+ }
+
+ GLfloat value_float = (config.value_32bit & 0xFFFFFF) / 16777215.0f; // 2^24 - 1
+ GLint value_int = (config.value_32bit >> 24);
+
+ cur_state.depth.write_mask = true;
+ cur_state.stencil.write_mask = true;
+ cur_state.Apply();
+ glClearBufferfi(GL_DEPTH_STENCIL, 0, value_float, value_int);
+ }
- if (MathUtil::IntervalsIntersect(addr, size, cached_fb_depth_addr, cached_fb_depth_size))
- ReloadDepthBuffer();
+ cur_state.draw.draw_framebuffer = old_fb;
+ // TODO: Return scissor test to previous value when scissor test is implemented
+ cur_state.Apply();
- // Notify cache of flush in case the region touches a cached resource
- res_cache.InvalidateInRange(addr, size);
+ dst_surface->dirty = true;
+ res_cache.FlushRegion(dst_surface->addr, dst_surface->size, dst_surface, true);
+ return true;
+}
+
+bool RasterizerOpenGL::AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr, u32 pixel_stride, ScreenInfo& screen_info) {
+ if (framebuffer_addr == 0) {
+ return false;
+ }
+
+ CachedSurface src_params;
+ src_params.addr = framebuffer_addr;
+ src_params.width = config.width;
+ src_params.height = config.height;
+ src_params.stride = pixel_stride;
+ src_params.is_tiled = false;
+ src_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.color_format);
+
+ MathUtil::Rectangle<int> src_rect;
+ CachedSurface* src_surface = res_cache.GetSurfaceRect(src_params, false, true, src_rect);
+
+ if (src_surface == nullptr) {
+ return false;
+ }
+
+ u32 scaled_width = src_surface->GetScaledWidth();
+ u32 scaled_height = src_surface->GetScaledHeight();
+
+ screen_info.display_texcoords = MathUtil::Rectangle<float>((float)src_rect.top / (float)scaled_height,
+ (float)src_rect.left / (float)scaled_width,
+ (float)src_rect.bottom / (float)scaled_height,
+ (float)src_rect.right / (float)scaled_width);
+
+ screen_info.display_texture = src_surface->texture.handle;
+
+ return true;
}
void RasterizerOpenGL::SamplerInfo::Create() {
@@ -597,108 +819,6 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Pica::Regs::TextureConf
}
}
-void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height) {
- GLint internal_format;
-
- texture.format = format;
- texture.width = width;
- texture.height = height;
-
- switch (format) {
- case Pica::Regs::ColorFormat::RGBA8:
- internal_format = GL_RGBA;
- texture.gl_format = GL_RGBA;
- texture.gl_type = GL_UNSIGNED_INT_8_8_8_8;
- break;
-
- case Pica::Regs::ColorFormat::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 Pica::Regs::ColorFormat::RGB5A1:
- internal_format = GL_RGBA;
- texture.gl_format = GL_RGBA;
- texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
- break;
-
- case Pica::Regs::ColorFormat::RGB565:
- internal_format = GL_RGB;
- texture.gl_format = GL_RGB;
- texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
- break;
-
- case Pica::Regs::ColorFormat::RGBA4:
- internal_format = GL_RGBA;
- texture.gl_format = GL_RGBA;
- texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
- break;
-
- default:
- LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture color format %x", format);
- UNIMPLEMENTED();
- break;
- }
-
- state.texture_units[0].texture_2d = texture.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);
-
- state.texture_units[0].texture_2d = 0;
- state.Apply();
-}
-
-void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
- GLint internal_format;
-
- texture.format = format;
- texture.width = width;
- texture.height = height;
-
- switch (format) {
- case Pica::Regs::DepthFormat::D16:
- internal_format = GL_DEPTH_COMPONENT16;
- texture.gl_format = GL_DEPTH_COMPONENT;
- texture.gl_type = GL_UNSIGNED_SHORT;
- break;
-
- case Pica::Regs::DepthFormat::D24:
- internal_format = GL_DEPTH_COMPONENT24;
- texture.gl_format = GL_DEPTH_COMPONENT;
- texture.gl_type = GL_UNSIGNED_INT;
- break;
-
- case Pica::Regs::DepthFormat::D24S8:
- internal_format = GL_DEPTH24_STENCIL8;
- texture.gl_format = GL_DEPTH_STENCIL;
- texture.gl_type = GL_UNSIGNED_INT_24_8;
- break;
-
- default:
- LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture depth format %x", format);
- UNIMPLEMENTED();
- break;
- }
-
- state.texture_units[0].texture_2d = texture.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);
-
- state.texture_units[0].texture_2d = 0;
- state.Apply();
-}
-
void RasterizerOpenGL::SetShader() {
PicaShaderConfig config = PicaShaderConfig::CurrentConfig();
std::unique_ptr<PicaShader> shader = std::make_unique<PicaShader>();
@@ -761,83 +881,6 @@ void RasterizerOpenGL::SetShader() {
}
}
-void RasterizerOpenGL::SyncFramebuffer() {
- const auto& regs = Pica::g_state.regs;
-
- PAddr new_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress();
- Pica::Regs::ColorFormat new_fb_color_format = regs.framebuffer.color_format;
-
- PAddr new_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
- Pica::Regs::DepthFormat new_fb_depth_format = regs.framebuffer.depth_format;
-
- bool fb_size_changed = fb_color_texture.width != static_cast<GLsizei>(regs.framebuffer.GetWidth()) ||
- fb_color_texture.height != static_cast<GLsizei>(regs.framebuffer.GetHeight());
-
- bool color_fb_prop_changed = fb_color_texture.format != new_fb_color_format ||
- fb_size_changed;
-
- bool depth_fb_prop_changed = fb_depth_texture.format != new_fb_depth_format ||
- fb_size_changed;
-
- bool color_fb_modified = cached_fb_color_addr != new_fb_color_addr ||
- color_fb_prop_changed;
-
- bool depth_fb_modified = cached_fb_depth_addr != new_fb_depth_addr ||
- depth_fb_prop_changed;
-
- // Commit if framebuffer modified in any way
- if (color_fb_modified)
- CommitColorBuffer();
-
- if (depth_fb_modified)
- CommitDepthBuffer();
-
- // Reconfigure framebuffer textures if any property has changed
- if (color_fb_prop_changed) {
- ReconfigureColorTexture(fb_color_texture, new_fb_color_format,
- regs.framebuffer.GetWidth(), regs.framebuffer.GetHeight());
- }
-
- if (depth_fb_prop_changed) {
- ReconfigureDepthTexture(fb_depth_texture, new_fb_depth_format,
- regs.framebuffer.GetWidth(), regs.framebuffer.GetHeight());
-
- // Only attach depth buffer as stencil if it supports stencil
- switch (new_fb_depth_format) {
- case Pica::Regs::DepthFormat::D16:
- case Pica::Regs::DepthFormat::D24:
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
- break;
-
- case Pica::Regs::DepthFormat::D24S8:
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
- break;
-
- default:
- LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", new_fb_depth_format);
- UNIMPLEMENTED();
- break;
- }
- }
-
- // Load buffer data again if fb modified in any way
- if (color_fb_modified) {
- cached_fb_color_addr = new_fb_color_addr;
-
- ReloadColorBuffer();
- }
-
- if (depth_fb_modified) {
- cached_fb_depth_addr = new_fb_depth_addr;
-
- ReloadDepthBuffer();
- }
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- ASSERT_MSG(status == GL_FRAMEBUFFER_COMPLETE,
- "OpenGL rasterizer framebuffer setup failed, status %X", status);
-}
-
void RasterizerOpenGL::SyncCullMode() {
const auto& regs = Pica::g_state.regs;
@@ -1034,229 +1077,3 @@ void RasterizerOpenGL::SyncLightPosition(int light_index) {
uniform_block_data.dirty = true;
}
}
-
-void RasterizerOpenGL::SyncDrawState() {
- const auto& regs = Pica::g_state.regs;
-
- // Sync the viewport
- GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2;
- GLsizei viewport_height = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_y).ToFloat32() * 2;
-
- // OpenGL uses different y coordinates, so negate corner offset and flip origin
- // TODO: Ensure viewport_corner.x should not be negated or origin flipped
- // TODO: Use floating-point viewports for accuracy if supported
- glViewport((GLsizei)regs.viewport_corner.x,
- (GLsizei)regs.viewport_corner.y,
- viewport_width, viewport_height);
-
- // Sync bound texture(s), upload if not cached
- const auto pica_textures = regs.GetTextures();
- for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
- const auto& texture = pica_textures[texture_index];
-
- if (texture.enabled) {
- texture_samplers[texture_index].SyncWithConfig(texture.config);
- res_cache.LoadAndBindTexture(state, texture_index, texture);
- } else {
- state.texture_units[texture_index].texture_2d = 0;
- }
- }
-
- state.draw.uniform_buffer = uniform_buffer.handle;
- state.Apply();
-}
-
-MICROPROFILE_DEFINE(OpenGL_FramebufferReload, "OpenGL", "FB Reload", MP_RGB(70, 70, 200));
-
-void RasterizerOpenGL::ReloadColorBuffer() {
- u8* color_buffer = Memory::GetPhysicalPointer(cached_fb_color_addr);
-
- if (color_buffer == nullptr)
- return;
-
- MICROPROFILE_SCOPE(OpenGL_FramebufferReload);
-
- u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
-
- std::unique_ptr<u8[]> temp_fb_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
-
- // Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
- for (int y = 0; y < fb_color_texture.height; ++y) {
- for (int x = 0; x < fb_color_texture.width; ++x) {
- const u32 coarse_y = y & ~7;
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
- u32 gl_pixel_index = (x + (fb_color_texture.height - 1 - y) * fb_color_texture.width) * bytes_per_pixel;
-
- u8* pixel = color_buffer + dst_offset;
- memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel);
- }
- }
-
- state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
- state.Apply();
-
- glActiveTexture(GL_TEXTURE0);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
- fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
-
- state.texture_units[0].texture_2d = 0;
- state.Apply();
-}
-
-void RasterizerOpenGL::ReloadDepthBuffer() {
- if (cached_fb_depth_addr == 0)
- return;
-
- // TODO: Appears to work, but double-check endianness of depth values and order of depth-stencil
- u8* depth_buffer = Memory::GetPhysicalPointer(cached_fb_depth_addr);
-
- if (depth_buffer == nullptr)
- return;
-
- MICROPROFILE_SCOPE(OpenGL_FramebufferReload);
-
- u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
-
- // OpenGL needs 4 bpp alignment for D24
- u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
-
- std::unique_ptr<u8[]> temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
-
- u8* temp_fb_depth_data = bytes_per_pixel == 3 ? (temp_fb_depth_buffer.get() + 1) : temp_fb_depth_buffer.get();
-
- if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
- for (int y = 0; y < fb_depth_texture.height; ++y) {
- for (int x = 0; x < fb_depth_texture.width; ++x) {
- const u32 coarse_y = y & ~7;
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
- u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
-
- u8* pixel = depth_buffer + dst_offset;
- u32 depth_stencil = *(u32*)pixel;
- ((u32*)temp_fb_depth_data)[gl_pixel_index] = (depth_stencil << 8) | (depth_stencil >> 24);
- }
- }
- } else {
- for (int y = 0; y < fb_depth_texture.height; ++y) {
- for (int x = 0; x < fb_depth_texture.width; ++x) {
- const u32 coarse_y = y & ~7;
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
- u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
-
- u8* pixel = depth_buffer + dst_offset;
- memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel);
- }
- }
- }
-
- state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
- state.Apply();
-
- glActiveTexture(GL_TEXTURE0);
- if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
- // TODO(Subv): There is a bug with Intel Windows drivers that makes glTexSubImage2D not change the stencil buffer.
- // The bug has been reported to Intel (https://communities.intel.com/message/324464)
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, fb_depth_texture.width, fb_depth_texture.height, 0,
- GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, temp_fb_depth_buffer.get());
- } else {
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
- fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
- }
-
- state.texture_units[0].texture_2d = 0;
- state.Apply();
-}
-
-Common::Profiling::TimingCategory buffer_commit_category("Framebuffer Commit");
-MICROPROFILE_DEFINE(OpenGL_FramebufferCommit, "OpenGL", "FB Commit", MP_RGB(70, 70, 200));
-
-void RasterizerOpenGL::CommitColorBuffer() {
- if (cached_fb_color_addr != 0) {
- u8* color_buffer = Memory::GetPhysicalPointer(cached_fb_color_addr);
-
- if (color_buffer != nullptr) {
- Common::Profiling::ScopeTimer timer(buffer_commit_category);
- MICROPROFILE_SCOPE(OpenGL_FramebufferCommit);
-
- u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
-
- std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
-
- state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
- state.Apply();
-
- glActiveTexture(GL_TEXTURE0);
- glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
-
- state.texture_units[0].texture_2d = 0;
- state.Apply();
-
- // Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
- for (int y = 0; y < fb_color_texture.height; ++y) {
- for (int x = 0; x < fb_color_texture.width; ++x) {
- const u32 coarse_y = y & ~7;
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
- u32 gl_pixel_index = x * bytes_per_pixel + (fb_color_texture.height - 1 - y) * fb_color_texture.width * bytes_per_pixel;
-
- u8* pixel = color_buffer + dst_offset;
- memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel);
- }
- }
- }
- }
-}
-
-void RasterizerOpenGL::CommitDepthBuffer() {
- if (cached_fb_depth_addr != 0) {
- // TODO: Output seems correct visually, but doesn't quite match sw renderer output. One of them is wrong.
- u8* depth_buffer = Memory::GetPhysicalPointer(cached_fb_depth_addr);
-
- if (depth_buffer != nullptr) {
- Common::Profiling::ScopeTimer timer(buffer_commit_category);
- MICROPROFILE_SCOPE(OpenGL_FramebufferCommit);
-
- u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
-
- // OpenGL needs 4 bpp alignment for D24
- u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
-
- std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
-
- state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
- state.Apply();
-
- glActiveTexture(GL_TEXTURE0);
- glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
-
- state.texture_units[0].texture_2d = 0;
- state.Apply();
-
- u8* temp_gl_depth_data = bytes_per_pixel == 3 ? (temp_gl_depth_buffer.get() + 1) : temp_gl_depth_buffer.get();
-
- if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
- for (int y = 0; y < fb_depth_texture.height; ++y) {
- for (int x = 0; x < fb_depth_texture.width; ++x) {
- const u32 coarse_y = y & ~7;
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
- u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
-
- u8* pixel = depth_buffer + dst_offset;
- u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index];
- *(u32*)pixel = (depth_stencil >> 8) | (depth_stencil << 24);
- }
- }
- } else {
- for (int y = 0; y < fb_depth_texture.height; ++y) {
- for (int x = 0; x < fb_depth_texture.width; ++x) {
- const u32 coarse_y = y & ~7;
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
- u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
-
- u8* pixel = depth_buffer + dst_offset;
- memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel);
- }
- }
- }
- }
- }
-}