// SPDX-FileCopyrightText: 2014 Citra Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include #include #include #include #include #include "common/assert.h" #include "common/logging/log.h" #include "common/microprofile.h" #include "common/settings.h" #include "common/telemetry.h" #include "core/core_timing.h" #include "core/frontend/emu_window.h" #include "core/memory.h" #include "core/telemetry_session.h" #include "video_core/host_shaders/fxaa_frag.h" #include "video_core/host_shaders/fxaa_vert.h" #include "video_core/host_shaders/opengl_present_frag.h" #include "video_core/host_shaders/opengl_present_scaleforce_frag.h" #include "video_core/host_shaders/opengl_present_vert.h" #include "video_core/host_shaders/opengl_smaa_glsl.h" #include "video_core/host_shaders/present_bicubic_frag.h" #include "video_core/host_shaders/present_gaussian_frag.h" #include "video_core/host_shaders/smaa_blending_weight_calculation_frag.h" #include "video_core/host_shaders/smaa_blending_weight_calculation_vert.h" #include "video_core/host_shaders/smaa_edge_detection_frag.h" #include "video_core/host_shaders/smaa_edge_detection_vert.h" #include "video_core/host_shaders/smaa_neighborhood_blending_frag.h" #include "video_core/host_shaders/smaa_neighborhood_blending_vert.h" #include "video_core/renderer_opengl/gl_rasterizer.h" #include "video_core/renderer_opengl/gl_shader_manager.h" #include "video_core/renderer_opengl/gl_shader_util.h" #include "video_core/renderer_opengl/renderer_opengl.h" #include "video_core/smaa_area_tex.h" #include "video_core/smaa_search_tex.h" #include "video_core/textures/decoders.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(x), static_cast(y)}}, tex_coord{{u, v}} {} std::array position; std::array tex_coord; }; /** * 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. */ std::array MakeOrthographicMatrix(float width, float height) { std::array 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; } const char* GetSource(GLenum source) { switch (source) { case GL_DEBUG_SOURCE_API: return "API"; case GL_DEBUG_SOURCE_WINDOW_SYSTEM: return "WINDOW_SYSTEM"; case GL_DEBUG_SOURCE_SHADER_COMPILER: return "SHADER_COMPILER"; case GL_DEBUG_SOURCE_THIRD_PARTY: return "THIRD_PARTY"; case GL_DEBUG_SOURCE_APPLICATION: return "APPLICATION"; case GL_DEBUG_SOURCE_OTHER: return "OTHER"; default: ASSERT(false); return "Unknown source"; } } const char* GetType(GLenum type) { switch (type) { case GL_DEBUG_TYPE_ERROR: return "ERROR"; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: return "DEPRECATED_BEHAVIOR"; case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: return "UNDEFINED_BEHAVIOR"; case GL_DEBUG_TYPE_PORTABILITY: return "PORTABILITY"; case GL_DEBUG_TYPE_PERFORMANCE: return "PERFORMANCE"; case GL_DEBUG_TYPE_OTHER: return "OTHER"; case GL_DEBUG_TYPE_MARKER: return "MARKER"; default: ASSERT(false); return "Unknown type"; } } void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) { const char format[] = "{} {} {}: {}"; const char* const str_source = GetSource(source); const char* const str_type = GetType(type); switch (severity) { case GL_DEBUG_SEVERITY_HIGH: LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message); break; case GL_DEBUG_SEVERITY_MEDIUM: LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message); break; case GL_DEBUG_SEVERITY_NOTIFICATION: case GL_DEBUG_SEVERITY_LOW: LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message); break; } } } // Anonymous namespace RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_, Core::Frontend::EmuWindow& emu_window_, Core::Memory::Memory& cpu_memory_, Tegra::GPU& gpu_, std::unique_ptr context_) : RendererBase{emu_window_, std::move(context_)}, telemetry_session{telemetry_session_}, emu_window{emu_window_}, cpu_memory{cpu_memory_}, gpu{gpu_}, device{emu_window_}, state_tracker{}, program_manager{device}, rasterizer(emu_window, gpu, cpu_memory, device, screen_info, program_manager, state_tracker) { if (Settings::values.renderer_debug && GLAD_GL_KHR_debug) { glEnable(GL_DEBUG_OUTPUT); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); glDebugMessageCallback(DebugHandler, nullptr); } AddTelemetryFields(); InitOpenGLObjects(); // Initialize default attributes to match hardware's disabled attributes GLint max_attribs{}; glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &max_attribs); for (GLint attrib = 0; attrib < max_attribs; ++attrib) { glVertexAttrib4f(attrib, 0.0f, 0.0f, 0.0f, 1.0f); } // Enable seamless cubemaps when per texture parameters are not available if (!GLAD_GL_ARB_seamless_cubemap_per_texture && !GLAD_GL_AMD_seamless_cubemap_per_texture) { glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); } // Enable unified vertex attributes and query vertex buffer address when the driver supports it if (device.HasVertexBufferUnifiedMemory()) { glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV); glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV); glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY); glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV, &vertex_buffer_address); } } RendererOpenGL::~RendererOpenGL() = default; void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) { if (!framebuffer) { return; } PrepareRendertarget(framebuffer); RenderScreenshot(); state_tracker.BindFramebuffer(0); DrawScreen(emu_window.GetFramebufferLayout()); ++m_current_frame; gpu.RendererFrameEndNotify(); rasterizer.TickFrame(); context->SwapBuffers(); render_window.OnFrameDisplayed(); } void RendererOpenGL::PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer) { if (!framebuffer) { return; } // If framebuffer is provided, reload it from memory to a texture if (screen_info.texture.width != static_cast(framebuffer->width) || screen_info.texture.height != static_cast(framebuffer->height) || screen_info.texture.pixel_format != framebuffer->pixel_format || gl_framebuffer_data.empty()) { // 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(screen_info.texture, *framebuffer); } // Load the framebuffer from memory, draw it to the screen, and swap buffers LoadFBToScreenInfo(*framebuffer); } void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) { // Framebuffer orientation handling framebuffer_transform_flags = framebuffer.transform_flags; framebuffer_crop_rect = framebuffer.crop_rect; framebuffer_width = framebuffer.width; framebuffer_height = framebuffer.height; const VAddr framebuffer_addr{framebuffer.address + framebuffer.offset}; screen_info.was_accelerated = rasterizer.AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride); if (screen_info.was_accelerated) { return; } // Reset the screen info's display texture to its own permanent texture screen_info.display_texture = screen_info.texture.resource.handle; // TODO(Rodrigo): Read this from HLE constexpr u32 block_height_log2 = 4; const auto pixel_format{ VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)}; const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)}; const u64 size_in_bytes{Tegra::Texture::CalculateSize( true, bytes_per_pixel, framebuffer.stride, framebuffer.height, 1, block_height_log2, 0)}; const u8* const host_ptr{cpu_memory.GetPointer(framebuffer_addr)}; const std::span input_data(host_ptr, size_in_bytes); Tegra::Texture::UnswizzleTexture(gl_framebuffer_data, input_data, bytes_per_pixel, framebuffer.width, framebuffer.height, 1, block_height_log2, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast(framebuffer.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 yuzu here by specifying too large // framebuffer sizes. We should make sure that this cannot happen. glTextureSubImage2D(screen_info.texture.resource.handle, 0, 0, 0, framebuffer.width, framebuffer.height, screen_info.texture.gl_format, screen_info.texture.gl_type, gl_framebuffer_data.data()); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a, const TextureInfo& texture) { const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r}; glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data); } void RendererOpenGL::InitOpenGLObjects() { // Create shader programs fxaa_vertex = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER); fxaa_fragment = CreateProgram(HostShaders::FXAA_FRAG, GL_FRAGMENT_SHADER); const auto SmaaShader = [](std::string_view specialized_source, GLenum stage) { std::string shader_source{specialized_source}; constexpr std::string_view include_string = "#include \"opengl_smaa.glsl\""; const std::size_t pos = shader_source.find(include_string); ASSERT(pos != std::string::npos); shader_source.replace(pos, include_string.size(), HostShaders::OPENGL_SMAA_GLSL); return CreateProgram(shader_source, stage); }; smaa_edge_detection_vert = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_VERT, GL_VERTEX_SHADER); smaa_edge_detection_frag = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_FRAG, GL_FRAGMENT_SHADER); smaa_blending_weight_calculation_vert = SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_VERT, GL_VERTEX_SHADER); smaa_blending_weight_calculation_frag = SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_FRAG, GL_FRAGMENT_SHADER); smaa_neighborhood_blending_vert = SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_VERT, GL_VERTEX_SHADER); smaa_neighborhood_blending_frag = SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_FRAG, GL_FRAGMENT_SHADER); present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER); present_bilinear_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER); present_bicubic_fragment = CreateProgram(HostShaders::PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER); present_gaussian_fragment = CreateProgram(HostShaders::PRESENT_GAUSSIAN_FRAG, GL_FRAGMENT_SHADER); present_scaleforce_fragment = CreateProgram(fmt::format("#version 460\n{}", HostShaders::OPENGL_PRESENT_SCALEFORCE_FRAG), GL_FRAGMENT_SHADER); // Generate presentation sampler present_sampler.Create(); glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR); present_sampler_nn.Create(); glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Generate VBO handle for drawing vertex_buffer.Create(); // Attach vertex data to VAO glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW); // Allocate textures for the screen screen_info.texture.resource.Create(GL_TEXTURE_2D); const GLuint texture = screen_info.texture.resource.handle; glTextureStorage2D(texture, 1, GL_RGBA8, 1, 1); screen_info.display_texture = screen_info.texture.resource.handle; // Clear screen to black LoadColorToActiveGLTexture(0, 0, 0, 0, screen_info.texture); aa_framebuffer.Create(); smaa_area_tex.Create(GL_TEXTURE_2D); glTextureStorage2D(smaa_area_tex.handle, 1, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT); glTextureSubImage2D(smaa_area_tex.handle, 0, 0, 0, AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG, GL_UNSIGNED_BYTE, areaTexBytes); smaa_search_tex.Create(GL_TEXTURE_2D); glTextureStorage2D(smaa_search_tex.handle, 1, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT); glTextureSubImage2D(smaa_search_tex.handle, 0, 0, 0, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, GL_RED, GL_UNSIGNED_BYTE, searchTexBytes); } void RendererOpenGL::AddTelemetryFields() { const char* const gl_version{reinterpret_cast(glGetString(GL_VERSION))}; const char* const gpu_vendor{reinterpret_cast(glGetString(GL_VENDOR))}; const char* const gpu_model{reinterpret_cast(glGetString(GL_RENDERER))}; LOG_INFO(Render_OpenGL, "GL_VERSION: {}", gl_version); LOG_INFO(Render_OpenGL, "GL_VENDOR: {}", gpu_vendor); LOG_INFO(Render_OpenGL, "GL_RENDERER: {}", gpu_model); constexpr auto user_system = Common::Telemetry::FieldType::UserSystem; telemetry_session.AddField(user_system, "GPU_Vendor", std::string(gpu_vendor)); telemetry_session.AddField(user_system, "GPU_Model", std::string(gpu_model)); telemetry_session.AddField(user_system, "GPU_OpenGL_Version", std::string(gl_version)); } void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, const Tegra::FramebufferConfig& framebuffer) { texture.width = framebuffer.width; texture.height = framebuffer.height; texture.pixel_format = framebuffer.pixel_format; const auto pixel_format{ VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)}; const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)}; gl_framebuffer_data.resize(texture.width * texture.height * bytes_per_pixel); GLint internal_format; switch (framebuffer.pixel_format) { case Service::android::PixelFormat::Rgba8888: internal_format = GL_RGBA8; texture.gl_format = GL_RGBA; texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV; break; case Service::android::PixelFormat::Rgb565: internal_format = GL_RGB565; texture.gl_format = GL_RGB; texture.gl_type = GL_UNSIGNED_SHORT_5_6_5; break; default: internal_format = GL_RGBA8; texture.gl_format = GL_RGBA; texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV; // UNIMPLEMENTED_MSG("Unknown framebuffer pixel format: {}", // static_cast(framebuffer.pixel_format)); break; } texture.resource.Release(); texture.resource.Create(GL_TEXTURE_2D); glTextureStorage2D(texture.resource.handle, 1, internal_format, texture.width, texture.height); aa_texture.Release(); aa_texture.Create(GL_TEXTURE_2D); glTextureStorage2D(aa_texture.handle, 1, GL_RGBA16F, Settings::values.resolution_info.ScaleUp(screen_info.texture.width), Settings::values.resolution_info.ScaleUp(screen_info.texture.height)); glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, aa_texture.handle, 0); smaa_edges_tex.Release(); smaa_edges_tex.Create(GL_TEXTURE_2D); glTextureStorage2D(smaa_edges_tex.handle, 1, GL_RG16F, Settings::values.resolution_info.ScaleUp(screen_info.texture.width), Settings::values.resolution_info.ScaleUp(screen_info.texture.height)); smaa_blend_tex.Release(); smaa_blend_tex.Create(GL_TEXTURE_2D); glTextureStorage2D(smaa_blend_tex.handle, 1, GL_RGBA16F, Settings::values.resolution_info.ScaleUp(screen_info.texture.width), Settings::values.resolution_info.ScaleUp(screen_info.texture.height)); } void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { // TODO: Signal state tracker about these changes state_tracker.NotifyScreenDrawVertexArray(); state_tracker.NotifyPolygonModes(); state_tracker.NotifyViewport0(); state_tracker.NotifyScissor0(); state_tracker.NotifyColorMask(0); state_tracker.NotifyBlend0(); state_tracker.NotifyFramebuffer(); state_tracker.NotifyFrontFace(); state_tracker.NotifyCullTest(); state_tracker.NotifyDepthTest(); state_tracker.NotifyStencilTest(); state_tracker.NotifyPolygonOffset(); state_tracker.NotifyRasterizeEnable(); state_tracker.NotifyFramebufferSRGB(); state_tracker.NotifyLogicOp(); state_tracker.NotifyClipControl(); state_tracker.NotifyAlphaTest(); state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE); glEnable(GL_CULL_FACE); glDisable(GL_COLOR_LOGIC_OP); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glDisable(GL_POLYGON_OFFSET_FILL); glDisable(GL_RASTERIZER_DISCARD); glDisable(GL_ALPHA_TEST); glDisablei(GL_BLEND, 0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glCullFace(GL_BACK); glFrontFace(GL_CW); glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthRangeIndexed(0, 0.0, 0.0); glBindTextureUnit(0, screen_info.display_texture); const auto anti_aliasing = Settings::values.anti_aliasing.GetValue(); if (anti_aliasing != Settings::AntiAliasing::None) { glEnablei(GL_SCISSOR_TEST, 0); auto viewport_width = screen_info.texture.width; auto scissor_width = framebuffer_crop_rect.GetWidth(); if (scissor_width <= 0) { scissor_width = viewport_width; } auto viewport_height = screen_info.texture.height; auto scissor_height = framebuffer_crop_rect.GetHeight(); if (scissor_height <= 0) { scissor_height = viewport_height; } if (screen_info.was_accelerated) { viewport_width = Settings::values.resolution_info.ScaleUp(viewport_width); scissor_width = Settings::values.resolution_info.ScaleUp(scissor_width); viewport_height = Settings::values.resolution_info.ScaleUp(viewport_height); scissor_height = Settings::values.resolution_info.ScaleUp(scissor_height); } glScissorIndexed(0, 0, 0, scissor_width, scissor_height); glViewportIndexedf(0, 0.0f, 0.0f, static_cast(viewport_width), static_cast(viewport_height)); glBindSampler(0, present_sampler.handle); GLint old_read_fb; GLint old_draw_fb; glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb); glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb); switch (anti_aliasing) { case Settings::AntiAliasing::Fxaa: { program_manager.BindPresentPrograms(fxaa_vertex.handle, fxaa_fragment.handle); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } break; case Settings::AntiAliasing::Smaa: { glClearColor(0, 0, 0, 0); glFrontFace(GL_CCW); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle); glBindSampler(1, present_sampler.handle); glBindSampler(2, present_sampler.handle); glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, smaa_edges_tex.handle, 0); glClear(GL_COLOR_BUFFER_BIT); program_manager.BindPresentPrograms(smaa_edge_detection_vert.handle, smaa_edge_detection_frag.handle); glDrawArrays(GL_TRIANGLES, 0, 3); glBindTextureUnit(0, smaa_edges_tex.handle); glBindTextureUnit(1, smaa_area_tex.handle); glBindTextureUnit(2, smaa_search_tex.handle); glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, smaa_blend_tex.handle, 0); glClear(GL_COLOR_BUFFER_BIT); program_manager.BindPresentPrograms(smaa_blending_weight_calculation_vert.handle, smaa_blending_weight_calculation_frag.handle); glDrawArrays(GL_TRIANGLES, 0, 3); glBindTextureUnit(0, screen_info.display_texture); glBindTextureUnit(1, smaa_blend_tex.handle); glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, aa_texture.handle, 0); program_manager.BindPresentPrograms(smaa_neighborhood_blending_vert.handle, smaa_neighborhood_blending_frag.handle); glDrawArrays(GL_TRIANGLES, 0, 3); glFrontFace(GL_CW); } break; default: UNREACHABLE(); } glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb); glBindTextureUnit(0, aa_texture.handle); } const std::array ortho_matrix = MakeOrthographicMatrix(static_cast(layout.width), static_cast(layout.height)); const auto fragment_handle = [this]() { switch (Settings::values.scaling_filter.GetValue()) { case Settings::ScalingFilter::NearestNeighbor: case Settings::ScalingFilter::Bilinear: return present_bilinear_fragment.handle; case Settings::ScalingFilter::Bicubic: return present_bicubic_fragment.handle; case Settings::ScalingFilter::Gaussian: return present_gaussian_fragment.handle; case Settings::ScalingFilter::ScaleForce: return present_scaleforce_fragment.handle; case Settings::ScalingFilter::Fsr: LOG_WARNING( Render_OpenGL, "FidelityFX Super Resolution is not supported in OpenGL, changing to ScaleForce"); return present_scaleforce_fragment.handle; default: return present_bilinear_fragment.handle; } }(); program_manager.BindPresentPrograms(present_vertex.handle, fragment_handle); glProgramUniformMatrix3x2fv(present_vertex.handle, ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data()); const auto& texcoords = screen_info.display_texcoords; auto left = texcoords.left; auto right = texcoords.right; if (framebuffer_transform_flags != Service::android::BufferTransformFlags::Unset) { if (framebuffer_transform_flags == Service::android::BufferTransformFlags::FlipV) { // Flip the framebuffer vertically left = texcoords.right; right = texcoords.left; } else { // Other transformations are unsupported LOG_CRITICAL(Render_OpenGL, "Unsupported framebuffer_transform_flags={}", framebuffer_transform_flags); UNIMPLEMENTED(); } } ASSERT_MSG(framebuffer_crop_rect.left == 0, "Unimplemented"); f32 left_start{}; if (framebuffer_crop_rect.Top() > 0) { left_start = static_cast(framebuffer_crop_rect.Top()) / static_cast(framebuffer_crop_rect.Bottom()); } f32 scale_u = static_cast(framebuffer_width) / static_cast(screen_info.texture.width); f32 scale_v = static_cast(framebuffer_height) / static_cast(screen_info.texture.height); // Scale the output by the crop width/height. This is commonly used with 1280x720 rendering // (e.g. handheld mode) on a 1920x1080 framebuffer. if (framebuffer_crop_rect.GetWidth() > 0) { scale_u = static_cast(framebuffer_crop_rect.GetWidth()) / static_cast(screen_info.texture.width); } if (framebuffer_crop_rect.GetHeight() > 0) { scale_v = static_cast(framebuffer_crop_rect.GetHeight()) / static_cast(screen_info.texture.height); } if (Settings::values.anti_aliasing.GetValue() == Settings::AntiAliasing::Fxaa && !screen_info.was_accelerated) { scale_u /= Settings::values.resolution_info.up_factor; scale_v /= Settings::values.resolution_info.up_factor; } const auto& screen = layout.screen; const std::array vertices = { ScreenRectVertex(screen.left, screen.top, texcoords.top * scale_u, left_start + left * scale_v), ScreenRectVertex(screen.right, screen.top, texcoords.bottom * scale_u, left_start + left * scale_v), ScreenRectVertex(screen.left, screen.bottom, texcoords.top * scale_u, left_start + right * scale_v), ScreenRectVertex(screen.right, screen.bottom, texcoords.bottom * scale_u, left_start + right * scale_v), }; glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices)); if (screen_info.display_srgb) { glEnable(GL_FRAMEBUFFER_SRGB); } else { glDisable(GL_FRAMEBUFFER_SRGB); } glDisablei(GL_SCISSOR_TEST, 0); glViewportIndexedf(0, 0.0f, 0.0f, static_cast(layout.width), static_cast(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)); } if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) { glBindSampler(0, present_sampler.handle); } else { glBindSampler(0, present_sampler_nn.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); // TODO // program_manager.RestoreGuestPipeline(); } void RendererOpenGL::RenderScreenshot() { if (!renderer_settings.screenshot_requested) { return; } GLint old_read_fb; GLint old_draw_fb; glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb); glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb); // Draw the current frame to the screenshot framebuffer screenshot_framebuffer.Create(); glBindFramebuffer(GL_FRAMEBUFFER, screenshot_framebuffer.handle); const Layout::FramebufferLayout layout{renderer_settings.screenshot_framebuffer_layout}; GLuint renderbuffer; glGenRenderbuffers(1, &renderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, screen_info.display_srgb ? GL_SRGB8 : GL_RGB8, layout.width, layout.height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer); DrawScreen(layout); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); glPixelStorei(GL_PACK_ROW_LENGTH, 0); glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, renderer_settings.screenshot_bits); screenshot_framebuffer.Release(); glDeleteRenderbuffers(1, &renderbuffer); glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb); renderer_settings.screenshot_complete_callback(true); renderer_settings.screenshot_requested = false; } } // namespace OpenGL