#include "opengl_host_display.h" #include "common/assert.h" #include "common/log.h" #include "libretro.h" #include "libretro_host_interface.h" #include #include Log_SetChannel(OpenGLHostDisplay); class OpenGLDisplayWidgetTexture : public HostDisplayTexture { public: OpenGLDisplayWidgetTexture(GLuint id, u32 width, u32 height) : m_id(id), m_width(width), m_height(height) {} ~OpenGLDisplayWidgetTexture() override { glDeleteTextures(1, &m_id); } void* GetHandle() const override { return reinterpret_cast(static_cast(m_id)); } u32 GetWidth() const override { return m_width; } u32 GetHeight() const override { return m_height; } GLuint GetGLID() const { return m_id; } static std::unique_ptr Create(u32 width, u32 height, const void* initial_data, u32 initial_data_stride) { GLuint id; glGenTextures(1, &id); GLint old_texture_binding = 0; glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_texture_binding); // TODO: Set pack width Assert(!initial_data || initial_data_stride == (width * sizeof(u32))); glBindTexture(GL_TEXTURE_2D, id); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, initial_data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glBindTexture(GL_TEXTURE_2D, id); return std::make_unique(id, width, height); } private: GLuint m_id; u32 m_width; u32 m_height; }; OpenGLHostDisplay::OpenGLHostDisplay(bool is_gles) : m_is_gles(is_gles) {} OpenGLHostDisplay::~OpenGLHostDisplay() { if (m_display_vao != 0) glDeleteVertexArrays(1, &m_display_vao); if (m_display_linear_sampler != 0) glDeleteSamplers(1, &m_display_linear_sampler); if (m_display_nearest_sampler != 0) glDeleteSamplers(1, &m_display_nearest_sampler); m_display_program.Destroy(); } HostDisplay::RenderAPI OpenGLHostDisplay::GetRenderAPI() const { return m_is_gles ? HostDisplay::RenderAPI::OpenGLES : HostDisplay::RenderAPI::OpenGL; } void* OpenGLHostDisplay::GetRenderDevice() const { return nullptr; } void* OpenGLHostDisplay::GetRenderContext() const { return nullptr; } std::unique_ptr OpenGLHostDisplay::CreateTexture(u32 width, u32 height, const void* data, u32 data_stride, bool dynamic) { return OpenGLDisplayWidgetTexture::Create(width, height, data, data_stride); } void OpenGLHostDisplay::UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data, u32 data_stride) { OpenGLDisplayWidgetTexture* tex = static_cast(texture); Assert((data_stride % sizeof(u32)) == 0); GLint old_texture_binding = 0, old_alignment = 0, old_row_length = 0; glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_texture_binding); glGetIntegerv(GL_UNPACK_ALIGNMENT, &old_alignment); glGetIntegerv(GL_UNPACK_ROW_LENGTH, &old_row_length); glBindTexture(GL_TEXTURE_2D, tex->GetGLID()); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glPixelStorei(GL_UNPACK_ROW_LENGTH, data_stride / sizeof(u32)); glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); glPixelStorei(GL_UNPACK_ALIGNMENT, old_alignment); glPixelStorei(GL_UNPACK_ROW_LENGTH, old_row_length); glBindTexture(GL_TEXTURE_2D, old_texture_binding); } bool OpenGLHostDisplay::DownloadTexture(const void* texture_handle, u32 x, u32 y, u32 width, u32 height, void* out_data, u32 out_data_stride) { GLint old_alignment = 0, old_row_length = 0; glGetIntegerv(GL_PACK_ALIGNMENT, &old_alignment); glGetIntegerv(GL_PACK_ROW_LENGTH, &old_row_length); glPixelStorei(GL_PACK_ALIGNMENT, sizeof(u32)); glPixelStorei(GL_PACK_ROW_LENGTH, out_data_stride / sizeof(u32)); const GLuint texture = static_cast(reinterpret_cast(texture_handle)); GL::Texture::GetTextureSubImage(texture, 0, x, y, 0, width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE, height * out_data_stride, out_data); glPixelStorei(GL_PACK_ALIGNMENT, old_alignment); glPixelStorei(GL_PACK_ROW_LENGTH, old_row_length); return true; } void OpenGLHostDisplay::SetVSync(bool enabled) { // TODO } const char* OpenGLHostDisplay::GetGLSLVersionString() const { if (m_is_gles) { if (GLAD_GL_ES_VERSION_3_0) return "#version 300 es"; else return "#version 100"; } else { if (GLAD_GL_VERSION_3_3) return "#version 330"; else return "#version 130"; } } std::string OpenGLHostDisplay::GetGLSLVersionHeader() const { std::string header = GetGLSLVersionString(); header += "\n\n"; if (m_is_gles) { header += "precision highp float;\n"; header += "precision highp int;\n\n"; } return header; } static void APIENTRY GLDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) { switch (severity) { case GL_DEBUG_SEVERITY_HIGH_KHR: Log_ErrorPrintf(message); break; case GL_DEBUG_SEVERITY_MEDIUM_KHR: Log_WarningPrint(message); break; case GL_DEBUG_SEVERITY_LOW_KHR: Log_InfoPrintf(message); break; case GL_DEBUG_SEVERITY_NOTIFICATION: // Log_DebugPrint(message); break; } } bool OpenGLHostDisplay::RequestHardwareRendererContext(retro_hw_render_callback* cb) { // Prefer a desktop OpenGL context where possible. If we can't get this, try OpenGL ES. static constexpr std::array, 11> desktop_versions_to_try = { {/*{4, 6}, {4, 5}, {4, 4}, {4, 3}, {4, 2}, {4, 1}, {4, 0}, {3, 3}, {3, 2}, */ {3, 1}, {3, 0}}}; static constexpr std::array, 4> es_versions_to_try = {{{3, 2}, {3, 1}, {3, 0}}}; cb->cache_context = true; cb->bottom_left_origin = true; for (const auto& [major, minor] : desktop_versions_to_try) { if (major > 3 || (major == 3 && minor >= 2)) { cb->context_type = RETRO_HW_CONTEXT_OPENGL_CORE; cb->version_major = major; cb->version_minor = minor; } else { cb->context_type = RETRO_HW_CONTEXT_OPENGL; cb->version_major = 0; cb->version_minor = 0; } if (g_retro_environment_callback(RETRO_ENVIRONMENT_SET_HW_RENDER, cb)) return true; } for (const auto& [major, minor] : es_versions_to_try) { if (major >= 3 && minor > 0) { cb->context_type = RETRO_HW_CONTEXT_OPENGLES_VERSION; cb->version_major = major; cb->version_minor = minor; } else { cb->context_type = RETRO_HW_CONTEXT_OPENGLES3; cb->version_major = 0; cb->version_minor = 0; } if (g_retro_environment_callback(RETRO_ENVIRONMENT_SET_HW_RENDER, cb)) return true; } Log_ErrorPrint("Failed to set any GL HW renderer"); return false; } std::unique_ptr OpenGLHostDisplay::Create(bool debug_device) { const retro_hw_context_type context_type = g_libretro_host_interface.GetHWRenderCallback().context_type; const GLADloadproc get_proc_address = [](const char* sym) -> void* { return reinterpret_cast(g_libretro_host_interface.GetHWRenderCallback().get_proc_address(sym)); }; const bool is_gles = (context_type == RETRO_HW_CONTEXT_OPENGLES3 || context_type == RETRO_HW_CONTEXT_OPENGLES_VERSION); // Load GLAD. const auto load_result = is_gles ? gladLoadGLES2Loader(get_proc_address) : gladLoadGLLoader(get_proc_address); if (!load_result) { Log_ErrorPrintf("Failed to load GL functions"); return nullptr; } #if 0 // Disabled until we can turn it off as well if (debug_device && GLAD_GL_KHR_debug) { glad_glDebugMessageCallbackKHR(GLDebugCallback, nullptr); glEnable(GL_DEBUG_OUTPUT); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); } #endif std::unique_ptr display = std::make_unique(is_gles); if (!display->CreateGLResources()) { Log_ErrorPrint("Failed to create GL resources"); return nullptr; } return display; } bool OpenGLHostDisplay::CreateGLResources() { static constexpr char fullscreen_quad_vertex_shader[] = R"( uniform vec4 u_src_rect; out vec2 v_tex0; void main() { vec2 pos = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2)); v_tex0 = u_src_rect.xy + pos * u_src_rect.zw; gl_Position = vec4(pos * vec2(2.0f, -2.0f) + vec2(-1.0f, 1.0f), 0.0f, 1.0f); } )"; static constexpr char display_fragment_shader[] = R"( uniform sampler2D samp0; in vec2 v_tex0; out vec4 o_col0; void main() { o_col0 = texture(samp0, v_tex0); } )"; if (!m_display_program.Compile(GetGLSLVersionHeader() + fullscreen_quad_vertex_shader, {}, GetGLSLVersionHeader() + display_fragment_shader)) { Log_ErrorPrintf("Failed to compile display shaders"); return false; } if (!m_is_gles) m_display_program.BindFragData(0, "o_col0"); if (!m_display_program.Link()) { Log_ErrorPrintf("Failed to link display program"); return false; } m_display_program.Bind(); m_display_program.RegisterUniform("u_src_rect"); m_display_program.RegisterUniform("samp0"); m_display_program.Uniform1i(1, 0); glGenVertexArrays(1, &m_display_vao); // samplers glGenSamplers(1, &m_display_nearest_sampler); glSamplerParameteri(m_display_nearest_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glSamplerParameteri(m_display_nearest_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glGenSamplers(1, &m_display_linear_sampler); glSamplerParameteri(m_display_linear_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glSamplerParameteri(m_display_linear_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); return true; } void OpenGLHostDisplay::Render() { if (m_display_width != m_last_display_width || m_display_height != m_last_display_height) { retro_game_geometry geom = {}; geom.base_width = m_display_width; geom.base_height = m_display_height; geom.aspect_ratio = m_display_pixel_aspect_ratio; if (!g_retro_environment_callback(RETRO_ENVIRONMENT_SET_GEOMETRY, &geom)) Log_WarningPrint("RETRO_ENVIRONMENT_SET_GEOMETRY failed"); m_last_display_width = m_display_width; m_last_display_height = m_display_height; } const GLuint fbo = static_cast(g_libretro_host_interface.GetHWRenderCallback().get_current_framebuffer()); glDisable(GL_SCISSOR_TEST); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); RenderDisplay(); g_retro_video_refresh_callback(RETRO_HW_FRAME_BUFFER_VALID, m_display_width, m_display_height, 0); GL::Program::ResetLastProgram(); } void OpenGLHostDisplay::RenderDisplay() { if (!m_display_texture_handle) return; const auto [vp_left, vp_top, vp_width, vp_height] = CalculateDrawRect(m_display_width, m_display_height, m_display_top_margin); glViewport(vp_left, m_display_height - vp_top - vp_height, vp_width, vp_height); glDisable(GL_BLEND); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glDepthMask(GL_FALSE); m_display_program.Bind(); m_display_program.Uniform4f( 0, static_cast(m_display_texture_view_x) / static_cast(m_display_texture_width), static_cast(m_display_texture_view_y) / static_cast(m_display_texture_height), (static_cast(m_display_texture_view_width) - 0.5f) / static_cast(m_display_texture_width), (static_cast(m_display_texture_view_height) + 0.5f) / static_cast(m_display_texture_height)); glBindTexture(GL_TEXTURE_2D, static_cast(reinterpret_cast(m_display_texture_handle))); glBindSampler(0, m_display_linear_filtering ? m_display_linear_sampler : m_display_nearest_sampler); glBindVertexArray(m_display_vao); glDrawArrays(GL_TRIANGLES, 0, 3); glBindSampler(0, 0); }