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-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp73
1 files changed, 19 insertions, 54 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index 52e9e8250..a4c5b8f74 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -21,6 +21,8 @@
#include "core/perf_stats.h"
#include "core/settings.h"
#include "core/telemetry_session.h"
+#include "video_core/host_shaders/opengl_present_frag.h"
+#include "video_core/host_shaders/opengl_present_vert.h"
#include "video_core/morton.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
@@ -44,46 +46,6 @@ struct Frame {
bool is_srgb{}; /// Framebuffer is sRGB or RGB
};
-constexpr char VERTEX_SHADER[] = R"(
-#version 430 core
-
-out gl_PerVertex {
- vec4 gl_Position;
-};
-
-layout (location = 0) in vec2 vert_position;
-layout (location = 1) in vec2 vert_tex_coord;
-layout (location = 0) out vec2 frag_tex_coord;
-
-// This is a truncated 3x3 matrix for 2D transformations:
-// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
-// The third column performs translation.
-// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
-// implicitly be [0, 0, 1]
-layout (location = 0) uniform mat3x2 modelview_matrix;
-
-void main() {
- // Multiply input position by the rotscale part of the matrix and then manually translate by
- // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
- // to `vec3(vert_position.xy, 1.0)`
- gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
- frag_tex_coord = vert_tex_coord;
-}
-)";
-
-constexpr char FRAGMENT_SHADER[] = R"(
-#version 430 core
-
-layout (location = 0) in vec2 frag_tex_coord;
-layout (location = 0) out vec4 color;
-
-layout (binding = 0) uniform sampler2D color_texture;
-
-void main() {
- color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f);
-}
-)";
-
constexpr GLint PositionLocation = 0;
constexpr GLint TexCoordLocation = 1;
constexpr GLint ModelViewMatrixLocation = 0;
@@ -313,10 +275,13 @@ public:
}
};
-RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system,
- Core::Frontend::GraphicsContext& context)
- : RendererBase{emu_window}, emu_window{emu_window}, system{system}, context{context},
- program_manager{device}, has_debug_tool{HasDebugTool()} {}
+RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_,
+ Core::Frontend::EmuWindow& emu_window_,
+ Core::Memory::Memory& cpu_memory_, Tegra::GPU& gpu_,
+ std::unique_ptr<Core::Frontend::GraphicsContext> context)
+ : RendererBase{emu_window_, std::move(context)}, telemetry_session{telemetry_session_},
+ emu_window{emu_window_}, cpu_memory{cpu_memory_}, gpu{gpu_}, program_manager{device},
+ has_debug_tool{HasDebugTool()} {}
RendererOpenGL::~RendererOpenGL() = default;
@@ -384,7 +349,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
if (has_debug_tool) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
Present(0);
- context.SwapBuffers();
+ context->SwapBuffers();
}
}
@@ -423,7 +388,7 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
const u32 bytes_per_pixel{VideoCore::Surface::GetBytesPerPixel(pixel_format)};
const u64 size_in_bytes{framebuffer.stride * framebuffer.height * bytes_per_pixel};
- u8* const host_ptr{system.Memory().GetPointer(framebuffer_addr)};
+ u8* const host_ptr{cpu_memory.GetPointer(framebuffer_addr)};
rasterizer->FlushRegion(ToCacheAddr(host_ptr), size_in_bytes);
// TODO(Rodrigo): Read this from HLE
@@ -460,10 +425,10 @@ void RendererOpenGL::InitOpenGLObjects() {
// Create shader programs
OGLShader vertex_shader;
- vertex_shader.Create(VERTEX_SHADER, GL_VERTEX_SHADER);
+ vertex_shader.Create(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
OGLShader fragment_shader;
- fragment_shader.Create(FRAGMENT_SHADER, GL_FRAGMENT_SHADER);
+ fragment_shader.Create(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
vertex_program.Create(true, false, vertex_shader.handle);
fragment_program.Create(true, false, fragment_shader.handle);
@@ -508,18 +473,18 @@ void RendererOpenGL::AddTelemetryFields() {
LOG_INFO(Render_OpenGL, "GL_VENDOR: {}", gpu_vendor);
LOG_INFO(Render_OpenGL, "GL_RENDERER: {}", gpu_model);
- auto& telemetry_session = system.TelemetrySession();
- telemetry_session.AddField(Telemetry::FieldType::UserSystem, "GPU_Vendor", gpu_vendor);
- telemetry_session.AddField(Telemetry::FieldType::UserSystem, "GPU_Model", gpu_model);
- telemetry_session.AddField(Telemetry::FieldType::UserSystem, "GPU_OpenGL_Version", gl_version);
+ constexpr auto user_system = Common::Telemetry::FieldType::UserSystem;
+ telemetry_session.AddField(user_system, "GPU_Vendor", gpu_vendor);
+ telemetry_session.AddField(user_system, "GPU_Model", gpu_model);
+ telemetry_session.AddField(user_system, "GPU_OpenGL_Version", gl_version);
}
void RendererOpenGL::CreateRasterizer() {
if (rasterizer) {
return;
}
- rasterizer = std::make_unique<RasterizerOpenGL>(system, emu_window, device, screen_info,
- program_manager, state_tracker);
+ rasterizer = std::make_unique<RasterizerOpenGL>(emu_window, gpu, cpu_memory, device,
+ screen_info, program_manager, state_tracker);
}
void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,