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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "common/settings.h"
#include "video_core/framebuffer_config.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/layer.h"
#include "video_core/renderer_opengl/present/present_uniforms.h"
#include "video_core/renderer_opengl/present/window_adapt_pass.h"
namespace OpenGL {
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, std::list<Layer>& layers,
std::span<const Tegra::FramebufferConfig> framebuffers,
const Layout::FramebufferLayout& layout) {
GLint old_read_fb;
GLint old_draw_fb;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
const size_t layer_count = framebuffers.size();
std::vector<GLuint> textures(layer_count);
std::vector<std::array<GLfloat, 3 * 2>> matrices(layer_count);
std::vector<std::array<ScreenRectVertex, 4>> vertices(layer_count);
auto layer_it = layers.begin();
for (size_t i = 0; i < layer_count; i++) {
textures[i] = layer_it->ConfigureDraw(matrices[i], vertices[i], program_manager,
framebuffers[i], layout);
layer_it++;
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
program_manager.BindPresentPrograms(vert.handle, frag.handle);
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(decltype(vertices)::value_type));
} 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);
for (size_t i = 0; i < layer_count; i++) {
glBindTextureUnit(0, textures[i]);
glProgramUniformMatrix3x2fv(vert.handle, ModelViewMatrixLocation, 1, GL_FALSE,
matrices[i].data());
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices[i]), std::data(vertices[i]));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
} // namespace OpenGL
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