mirror of
https://github.com/WinampDesktop/winamp.git
synced 2025-04-26 23:25:41 -04:00
390 lines
12 KiB
C++
390 lines
12 KiB
C++
#include "gpu_hw_opengl.h"
|
|
#include "YBaseLib/Assert.h"
|
|
#include "YBaseLib/Log.h"
|
|
#include "host_interface.h"
|
|
#include "system.h"
|
|
Log_SetChannel(GPU_HW_OpenGL);
|
|
|
|
GPU_HW_OpenGL::GPU_HW_OpenGL() : GPU_HW() {}
|
|
|
|
GPU_HW_OpenGL::~GPU_HW_OpenGL()
|
|
{
|
|
DestroyFramebuffer();
|
|
}
|
|
|
|
bool GPU_HW_OpenGL::Initialize(System* system, Bus* bus, DMA* dma)
|
|
{
|
|
if (!GPU_HW::Initialize(system, bus, dma))
|
|
return false;
|
|
|
|
CreateFramebuffer();
|
|
CreateVertexBuffer();
|
|
if (!CompilePrograms())
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void GPU_HW_OpenGL::Reset()
|
|
{
|
|
GPU_HW::Reset();
|
|
|
|
ClearFramebuffer();
|
|
}
|
|
|
|
std::tuple<s32, s32> GPU_HW_OpenGL::ConvertToFramebufferCoordinates(s32 x, s32 y)
|
|
{
|
|
return std::make_tuple(x, static_cast<s32>(static_cast<s32>(VRAM_HEIGHT) - y));
|
|
}
|
|
|
|
void GPU_HW_OpenGL::CreateFramebuffer()
|
|
{
|
|
m_framebuffer_texture =
|
|
std::make_unique<GL::Texture>(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
|
|
|
|
glGenFramebuffers(1, &m_framebuffer_fbo_id);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_framebuffer_texture->GetGLId(), 0);
|
|
Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
|
|
|
|
m_texture_page_texture =
|
|
std::make_unique<GL::Texture>(TEXTURE_PAGE_WIDTH, TEXTURE_PAGE_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
|
|
glGenFramebuffers(1, &m_texture_page_fbo_id);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_texture_page_fbo_id);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_page_texture->GetGLId(), 0);
|
|
Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
|
|
}
|
|
|
|
void GPU_HW_OpenGL::ClearFramebuffer()
|
|
{
|
|
// TODO: get rid of the FBO switches
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
m_system->GetHostInterface()->SetDisplayTexture(m_framebuffer_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT);
|
|
}
|
|
|
|
void GPU_HW_OpenGL::DestroyFramebuffer()
|
|
{
|
|
glDeleteFramebuffers(1, &m_texture_page_fbo_id);
|
|
m_texture_page_fbo_id = 0;
|
|
m_texture_page_texture.reset();
|
|
|
|
glDeleteFramebuffers(1, &m_framebuffer_fbo_id);
|
|
m_framebuffer_fbo_id = 0;
|
|
m_framebuffer_texture.reset();
|
|
}
|
|
|
|
void GPU_HW_OpenGL::CreateVertexBuffer()
|
|
{
|
|
glGenBuffers(1, &m_vertex_buffer);
|
|
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
|
|
glBufferData(GL_ARRAY_BUFFER, 128, nullptr, GL_STREAM_DRAW);
|
|
|
|
glGenVertexArrays(1, &m_vao_id);
|
|
glBindVertexArray(m_vao_id);
|
|
glEnableVertexAttribArray(0);
|
|
glEnableVertexAttribArray(1);
|
|
glEnableVertexAttribArray(2);
|
|
glVertexAttribIPointer(0, 2, GL_INT, sizeof(HWVertex), reinterpret_cast<void*>(offsetof(HWVertex, x)));
|
|
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(HWVertex),
|
|
reinterpret_cast<void*>(offsetof(HWVertex, color)));
|
|
glVertexAttribPointer(2, 2, GL_UNSIGNED_BYTE, true, sizeof(HWVertex),
|
|
reinterpret_cast<void*>(offsetof(HWVertex, texcoord)));
|
|
glBindVertexArray(0);
|
|
|
|
glGenVertexArrays(1, &m_attributeless_vao_id);
|
|
}
|
|
|
|
bool GPU_HW_OpenGL::CompilePrograms()
|
|
{
|
|
bool result = true;
|
|
result &= CompileProgram(m_color_program, false, false);
|
|
result &= CompileProgram(m_texture_program, true, false);
|
|
result &= CompileProgram(m_blended_texture_program, true, true);
|
|
if (!result)
|
|
return false;
|
|
|
|
const std::string screen_quad_vs = GenerateScreenQuadVertexShader();
|
|
for (u32 palette_size = 0; palette_size < static_cast<u32>(m_texture_page_programs.size()); palette_size++)
|
|
{
|
|
const std::string fs = GenerateTexturePageFragmentShader(static_cast<TextureColorMode>(palette_size));
|
|
|
|
GL::Program& prog = m_texture_page_programs[palette_size];
|
|
if (!prog.Compile(screen_quad_vs.c_str(), fs.c_str()))
|
|
return false;
|
|
|
|
prog.BindFragData(0, "o_col0");
|
|
|
|
if (!prog.Link())
|
|
return false;
|
|
|
|
prog.RegisterUniform("samp0");
|
|
prog.RegisterUniform("base_offset");
|
|
prog.RegisterUniform("palette_offset");
|
|
prog.Bind();
|
|
prog.Uniform1i(0, 0);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, bool textured, bool blending)
|
|
{
|
|
const std::string vs = GenerateVertexShader(textured);
|
|
const std::string fs = GenerateFragmentShader(textured, blending);
|
|
if (!prog.Compile(vs.c_str(), fs.c_str()))
|
|
return false;
|
|
|
|
prog.BindAttribute(0, "a_pos");
|
|
prog.BindAttribute(1, "a_col0");
|
|
if (textured)
|
|
prog.BindAttribute(2, "a_tex0");
|
|
|
|
prog.BindFragData(0, "o_col0");
|
|
|
|
if (!prog.Link())
|
|
return false;
|
|
|
|
if (textured)
|
|
{
|
|
prog.Bind();
|
|
prog.RegisterUniform("u_tex_scale");
|
|
prog.RegisterUniform("samp0");
|
|
prog.Uniform1i(1, 0);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void GPU_HW_OpenGL::SetProgram(bool textured, bool blending)
|
|
{
|
|
const GL::Program& prog = textured ? (blending ? m_blended_texture_program : m_texture_program) : m_color_program;
|
|
prog.Bind();
|
|
|
|
if (textured)
|
|
{
|
|
switch (m_texture_config.color_mode)
|
|
{
|
|
case GPU::TextureColorMode::Palette4Bit:
|
|
prog.Uniform2f(0, 1.0f / 4, 1.0f);
|
|
break;
|
|
|
|
case GPU::TextureColorMode::Palette8Bit:
|
|
prog.Uniform2f(0, 1.0f / 2, 1.0f);
|
|
break;
|
|
|
|
case GPU::TextureColorMode::Direct16Bit:
|
|
prog.Uniform2f(0, 1.0f, 1.0f);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
m_texture_page_texture->Bind();
|
|
}
|
|
}
|
|
|
|
void GPU_HW_OpenGL::SetViewport()
|
|
{
|
|
int x, y, width, height;
|
|
CalcViewport(&x, &y, &width, &height);
|
|
|
|
y = VRAM_HEIGHT - y - height;
|
|
Log_DebugPrintf("SetViewport: Offset (%d,%d) Size (%d, %d)", x, y, width, height);
|
|
glViewport(x, y, width, height);
|
|
}
|
|
|
|
void GPU_HW_OpenGL::SetScissor()
|
|
{
|
|
int left, top, right, bottom;
|
|
CalcScissorRect(&left, &top, &right, &bottom);
|
|
|
|
const int width = right - left;
|
|
const int height = bottom - top;
|
|
const int x = left;
|
|
const int y = VRAM_HEIGHT - bottom;
|
|
|
|
Log_DebugPrintf("SetScissor: (%d-%d, %d-%d)", x, x + width, y, y + height);
|
|
glScissor(x, y, width, height);
|
|
}
|
|
|
|
inline u32 ConvertRGBA5551ToRGBA8888(u16 color)
|
|
{
|
|
u8 r = Truncate8(color & 31);
|
|
u8 g = Truncate8((color >> 5) & 31);
|
|
u8 b = Truncate8((color >> 10) & 31);
|
|
u8 a = Truncate8((color >> 15) & 1);
|
|
|
|
// 00012345 -> 1234545
|
|
b = (b << 3) | (b & 0b111);
|
|
g = (g << 3) | (g & 0b111);
|
|
r = (r << 3) | (r & 0b111);
|
|
a = a ? 255 : 0;
|
|
|
|
return ZeroExtend32(r) | (ZeroExtend32(g) << 8) | (ZeroExtend32(b) << 16) | (ZeroExtend32(a) << 24);
|
|
}
|
|
|
|
inline u16 ConvertRGBA8888ToRGBA5551(u32 color)
|
|
{
|
|
const u16 r = Truncate16((color >> 3) & 0x1Fu);
|
|
const u16 g = Truncate16((color >> 11) & 0x1Fu);
|
|
const u16 b = Truncate16((color >> 19) & 0x1Fu);
|
|
const u16 a = Truncate16((color >> 31) & 0x01u);
|
|
|
|
return r | (g << 5) | (b << 10) | (a << 15);
|
|
}
|
|
|
|
void GPU_HW_OpenGL::UpdateDisplay()
|
|
{
|
|
GPU_HW::UpdateDisplay();
|
|
m_system->GetHostInterface()->SetDisplayTexture(m_framebuffer_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT);
|
|
}
|
|
|
|
void GPU_HW_OpenGL::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer)
|
|
{
|
|
// we need to convert RGBA8 -> RGBA5551
|
|
std::vector<u32> temp_buffer(width * height);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_framebuffer_fbo_id);
|
|
glReadPixels(x, VRAM_HEIGHT - y - height, width, height, GL_RGBA, GL_UNSIGNED_BYTE, temp_buffer.data());
|
|
|
|
// reverse copy because of lower-left origin
|
|
const u32 source_stride = width * sizeof(u32);
|
|
const u8* source_ptr = reinterpret_cast<const u8*>(temp_buffer.data()) + (source_stride * (height - 1));
|
|
const u32 dst_stride = width * sizeof(u16);
|
|
u8* dst_ptr = static_cast<u8*>(buffer);
|
|
for (u32 row = 0; row < height; row++)
|
|
{
|
|
const u8* source_row_ptr = source_ptr;
|
|
u8* dst_row_ptr = dst_ptr;
|
|
|
|
for (u32 col = 0; col < width; col++)
|
|
{
|
|
u32 src_col;
|
|
std::memcpy(&src_col, source_row_ptr, sizeof(src_col));
|
|
source_row_ptr += sizeof(src_col);
|
|
|
|
const u16 dst_col = ConvertRGBA8888ToRGBA5551(src_col);
|
|
std::memcpy(dst_row_ptr, &dst_col, sizeof(dst_col));
|
|
dst_row_ptr += sizeof(dst_col);
|
|
}
|
|
|
|
source_ptr -= source_stride;
|
|
dst_ptr += dst_stride;
|
|
}
|
|
}
|
|
|
|
void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
|
|
{
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(x, VRAM_HEIGHT - y - height, width, height);
|
|
|
|
const auto [r, g, b, a] = RGBA8ToFloat(color);
|
|
glClearColor(r, g, b, a);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
|
|
{
|
|
std::vector<u32> rgba_data;
|
|
rgba_data.reserve(width * height);
|
|
|
|
// reverse copy the rows so it matches opengl's lower-left origin
|
|
const u32 source_stride = width * sizeof(u16);
|
|
const u8* source_ptr = static_cast<const u8*>(data) + (source_stride * (height - 1));
|
|
for (u32 row = 0; row < height; row++)
|
|
{
|
|
const u8* source_row_ptr = source_ptr;
|
|
|
|
for (u32 col = 0; col < width; col++)
|
|
{
|
|
u16 src_col;
|
|
std::memcpy(&src_col, source_row_ptr, sizeof(src_col));
|
|
source_row_ptr += sizeof(src_col);
|
|
|
|
const u32 dst_col = ConvertRGBA5551ToRGBA8888(src_col);
|
|
rgba_data.push_back(dst_col);
|
|
}
|
|
|
|
source_ptr -= source_stride;
|
|
}
|
|
|
|
m_framebuffer_texture->Bind();
|
|
|
|
// lower-left origin flip happens here
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, x, VRAM_HEIGHT - y - height, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
|
|
rgba_data.data());
|
|
}
|
|
|
|
void GPU_HW_OpenGL::UpdateTexturePageTexture()
|
|
{
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_texture_page_fbo_id);
|
|
m_framebuffer_texture->Bind();
|
|
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glViewport(0, 0, TEXTURE_PAGE_WIDTH, TEXTURE_PAGE_HEIGHT);
|
|
glBindVertexArray(m_attributeless_vao_id);
|
|
|
|
const GL::Program& prog = m_texture_page_programs[static_cast<u8>(m_texture_config.color_mode)];
|
|
prog.Bind();
|
|
|
|
const float base_x = static_cast<float>(m_texture_config.base_x) * (1.0f / static_cast<float>(VRAM_WIDTH));
|
|
const float base_y = static_cast<float>(m_texture_config.base_y) * (1.0f / static_cast<float>(VRAM_HEIGHT));
|
|
prog.Uniform2f(1, base_x, base_y);
|
|
|
|
if (m_texture_config.color_mode >= GPU::TextureColorMode::Palette4Bit)
|
|
{
|
|
const float palette_x = static_cast<float>(m_texture_config.palette_x) * (1.0f / static_cast<float>(VRAM_WIDTH));
|
|
const float palette_y = static_cast<float>(m_texture_config.palette_y) * (1.0f / static_cast<float>(VRAM_HEIGHT));
|
|
prog.Uniform2f(2, palette_x, palette_y);
|
|
}
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
|
|
m_framebuffer_texture->Unbind();
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
|
|
}
|
|
|
|
void GPU_HW_OpenGL::FlushRender()
|
|
{
|
|
if (m_batch_vertices.empty())
|
|
return;
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glDepthMask(GL_FALSE);
|
|
SetProgram(m_batch_command.IsTextureEnabled(), m_batch_command.IsTextureBlendingEnabled());
|
|
SetViewport();
|
|
SetScissor();
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
|
|
glBindVertexArray(m_vao_id);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
|
|
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizei>(sizeof(HWVertex) * m_batch_vertices.size()),
|
|
m_batch_vertices.data(), GL_STREAM_DRAW);
|
|
glVertexAttribIPointer(0, 2, GL_INT, sizeof(HWVertex), reinterpret_cast<void*>(offsetof(HWVertex, x)));
|
|
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(HWVertex),
|
|
reinterpret_cast<void*>(offsetof(HWVertex, color)));
|
|
glVertexAttribPointer(2, 2, GL_UNSIGNED_BYTE, true, sizeof(HWVertex),
|
|
reinterpret_cast<void*>(offsetof(HWVertex, texcoord)));
|
|
|
|
const bool is_strip = ((m_batch_command.primitive == Primitive::Polygon && m_batch_command.quad_polygon) ||
|
|
m_batch_command.primitive == Primitive::Rectangle);
|
|
glDrawArrays(is_strip ? GL_TRIANGLE_STRIP : GL_TRIANGLES, 0, static_cast<GLsizei>(m_batch_vertices.size()));
|
|
|
|
m_batch_vertices.clear();
|
|
}
|
|
|
|
std::unique_ptr<GPU> GPU::CreateHardwareOpenGLRenderer()
|
|
{
|
|
return std::make_unique<GPU_HW_OpenGL>();
|
|
}
|