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673 lines
22 KiB
C++
673 lines
22 KiB
C++
#include "gpu_hw_opengl.h"
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#include "YBaseLib/Assert.h"
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#include "YBaseLib/Log.h"
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#include "YBaseLib/String.h"
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#include "host_interface.h"
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#include "imgui.h"
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#include "system.h"
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Log_SetChannel(GPU_HW_OpenGL);
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GPU_HW_OpenGL::GPU_HW_OpenGL() : GPU_HW() {}
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GPU_HW_OpenGL::~GPU_HW_OpenGL()
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{
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DestroyFramebuffer();
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}
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bool GPU_HW_OpenGL::Initialize(System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers)
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{
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if (!GPU_HW::Initialize(system, dma, interrupt_controller, timers))
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return false;
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SetMaxResolutionScale();
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CreateFramebuffer();
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CreateVertexBuffer();
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if (!CompilePrograms())
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return false;
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m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT, 1.0f);
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RestoreGraphicsAPIState();
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return true;
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}
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void GPU_HW_OpenGL::Reset()
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{
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GPU_HW::Reset();
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ClearFramebuffer();
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}
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void GPU_HW_OpenGL::ResetGraphicsAPIState()
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{
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GPU_HW::ResetGraphicsAPIState();
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glEnable(GL_CULL_FACE);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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glLineWidth(1.0f);
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glBindVertexArray(0);
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}
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void GPU_HW_OpenGL::RestoreGraphicsAPIState()
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{
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m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glDepthMask(GL_FALSE);
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glLineWidth(static_cast<float>(m_resolution_scale));
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UpdateDrawingArea();
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
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glBindVertexArray(m_vao_id);
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}
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void GPU_HW_OpenGL::UpdateResolutionScale()
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{
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GPU_HW::UpdateResolutionScale();
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CreateFramebuffer();
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CompilePrograms();
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UpdateDisplay();
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}
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void GPU_HW_OpenGL::DrawRendererStatsWindow()
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{
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GPU_HW::DrawRendererStatsWindow();
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ImGui::SetNextWindowSize(ImVec2(300.0f, 150.0f), ImGuiCond_FirstUseEver);
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const bool is_null_frame = m_stats.num_batches == 0;
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if (!is_null_frame)
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{
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m_last_stats = m_stats;
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m_stats = {};
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}
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if (ImGui::Begin("GPU Renderer Statistics", &m_show_renderer_statistics))
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{
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ImGui::Columns(2);
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ImGui::SetColumnWidth(0, 200.0f);
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ImGui::TextUnformatted("GPU Active In This Frame: ");
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ImGui::NextColumn();
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ImGui::Text("%s", is_null_frame ? "Yes" : "No");
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ImGui::NextColumn();
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ImGui::TextUnformatted("VRAM Reads: ");
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ImGui::NextColumn();
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ImGui::Text("%u", m_last_stats.num_vram_reads);
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ImGui::NextColumn();
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ImGui::TextUnformatted("VRAM Writes: ");
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ImGui::NextColumn();
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ImGui::Text("%u", m_last_stats.num_vram_writes);
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ImGui::NextColumn();
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ImGui::TextUnformatted("VRAM Read Texture Updates:");
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ImGui::NextColumn();
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ImGui::Text("%u", m_last_stats.num_vram_read_texture_updates);
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ImGui::NextColumn();
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ImGui::TextUnformatted("Batches Drawn:");
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ImGui::NextColumn();
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ImGui::Text("%u", m_last_stats.num_batches);
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ImGui::NextColumn();
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ImGui::TextUnformatted("Vertices Drawn: ");
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ImGui::NextColumn();
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ImGui::Text("%u", m_last_stats.num_vertices);
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ImGui::NextColumn();
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}
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ImGui::End();
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}
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void GPU_HW_OpenGL::InvalidateVRAMReadCache()
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{
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m_vram_read_texture_dirty = true;
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}
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std::tuple<s32, s32> GPU_HW_OpenGL::ConvertToFramebufferCoordinates(s32 x, s32 y)
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{
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return std::make_tuple(x, static_cast<s32>(static_cast<s32>(VRAM_HEIGHT) - y));
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}
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void GPU_HW_OpenGL::SetMaxResolutionScale()
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{
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GLint max_texture_size = VRAM_WIDTH;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
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Log_InfoPrintf("Max texture size: %dx%d", max_texture_size, max_texture_size);
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const int max_texture_scale = max_texture_size / VRAM_WIDTH;
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std::array<int, 2> line_width_range = {{1, 1}};
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glGetIntegerv(GL_ALIASED_LINE_WIDTH_RANGE, line_width_range.data());
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Log_InfoPrintf("Max line width: %d", line_width_range[1]);
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m_max_resolution_scale = std::min(max_texture_scale, line_width_range[1]);
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Log_InfoPrintf("Maximum resolution scale is %u", m_max_resolution_scale);
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m_resolution_scale = std::min(m_resolution_scale, m_max_resolution_scale);
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}
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void GPU_HW_OpenGL::CreateFramebuffer()
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{
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// save old vram texture/fbo, in case we're changing scale
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auto old_vram_texture = std::move(m_vram_texture);
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DestroyFramebuffer();
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// scale vram size to internal resolution
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const u32 texture_width = VRAM_WIDTH * m_resolution_scale;
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const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
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m_vram_texture =
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std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true);
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// do we need to restore the framebuffer after a size change?
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if (old_vram_texture)
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{
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const bool linear_filter = old_vram_texture->GetWidth() > m_vram_texture->GetWidth();
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Log_DevPrintf("Scaling %ux%u VRAM texture to %ux%u using %s filter", old_vram_texture->GetWidth(),
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old_vram_texture->GetHeight(), m_vram_texture->GetWidth(), m_vram_texture->GetHeight(),
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linear_filter ? "linear" : "nearest");
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glDisable(GL_SCISSOR_TEST);
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old_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
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glBlitFramebuffer(0, 0, old_vram_texture->GetWidth(), old_vram_texture->GetHeight(), 0, 0,
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m_vram_texture->GetWidth(), m_vram_texture->GetHeight(), GL_COLOR_BUFFER_BIT,
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linear_filter ? GL_LINEAR : GL_NEAREST);
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glEnable(GL_SCISSOR_TEST);
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old_vram_texture.reset();
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}
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m_vram_read_texture =
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std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true);
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if (m_resolution_scale > 1)
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{
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m_vram_downsample_texture =
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std::make_unique<GL::Texture>(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true);
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}
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m_display_texture =
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std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true);
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m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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m_vram_read_texture_dirty = true;
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}
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void GPU_HW_OpenGL::ClearFramebuffer()
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{
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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m_vram_read_texture_dirty = true;
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}
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void GPU_HW_OpenGL::DestroyFramebuffer()
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{
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m_vram_read_texture.reset();
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m_vram_texture.reset();
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m_vram_downsample_texture.reset();
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m_display_texture.reset();
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}
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void GPU_HW_OpenGL::CreateVertexBuffer()
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{
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glGenBuffers(1, &m_vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, nullptr, GL_STREAM_DRAW);
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glGenVertexArrays(1, &m_vao_id);
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glBindVertexArray(m_vao_id);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glVertexAttribIPointer(0, 2, GL_INT, sizeof(HWVertex), reinterpret_cast<void*>(offsetof(HWVertex, x)));
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glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(HWVertex),
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reinterpret_cast<void*>(offsetof(HWVertex, color)));
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glVertexAttribIPointer(2, 2, GL_INT, sizeof(HWVertex), reinterpret_cast<void*>(offsetof(HWVertex, texcoord)));
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glVertexAttribIPointer(3, 1, GL_INT, sizeof(HWVertex), reinterpret_cast<void*>(offsetof(HWVertex, texpage)));
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glBindVertexArray(0);
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glGenVertexArrays(1, &m_attributeless_vao_id);
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}
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bool GPU_HW_OpenGL::CompilePrograms()
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{
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for (u32 render_mode = 0; render_mode < 4; render_mode++)
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{
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for (u32 texture_mode = 0; texture_mode < 9; texture_mode++)
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{
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if (!CompileProgram(m_render_programs[render_mode][texture_mode], static_cast<HWBatchRenderMode>(render_mode),
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static_cast<TextureMode>(texture_mode)))
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{
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return false;
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}
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}
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}
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// TODO: Use string_view
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for (u8 depth_24bit = 0; depth_24bit < 2; depth_24bit++)
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{
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for (u8 interlaced = 0; interlaced < 2; interlaced++)
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{
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GL::Program& prog = m_display_programs[depth_24bit][interlaced];
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const std::string vs = GenerateScreenQuadVertexShader();
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const std::string fs =
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GenerateDisplayFragmentShader(ConvertToBoolUnchecked(depth_24bit), ConvertToBoolUnchecked(interlaced));
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if (!prog.Compile(vs.c_str(), fs.c_str()))
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return false;
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prog.BindFragData(0, "o_col0");
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if (!prog.Link())
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return false;
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prog.Bind();
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prog.RegisterUniform("u_base_coords");
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prog.RegisterUniform("samp0");
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prog.Uniform1i(1, 0);
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}
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}
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return true;
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}
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bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, HWBatchRenderMode render_mode, TextureMode texture_mode)
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{
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const bool textured = texture_mode != TextureMode::Disabled;
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const std::string vs = GenerateVertexShader(textured);
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const std::string fs = GenerateFragmentShader(render_mode, texture_mode);
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if (!prog.Compile(vs.c_str(), fs.c_str()))
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return false;
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prog.BindAttribute(0, "a_pos");
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prog.BindAttribute(1, "a_col0");
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if (textured)
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{
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prog.BindAttribute(2, "a_texcoord");
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prog.BindAttribute(3, "a_texpage");
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}
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prog.BindFragData(0, "o_col0");
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if (!prog.Link())
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return false;
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prog.Bind();
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prog.RegisterUniform("u_pos_offset");
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prog.RegisterUniform("u_transparent_alpha");
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prog.Uniform2i(0, 0, 0);
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prog.Uniform2f(1, 1.0f, 0.0f);
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if (textured)
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{
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prog.RegisterUniform("u_texture_window");
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prog.RegisterUniform("samp0");
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prog.Uniform1i(3, 0);
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}
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return true;
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}
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void GPU_HW_OpenGL::SetDrawState(HWBatchRenderMode render_mode)
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{
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const GL::Program& prog = m_render_programs[static_cast<u32>(render_mode)][static_cast<u32>(m_batch.texture_mode)];
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prog.Bind();
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prog.Uniform2i(0, m_drawing_offset.x, m_drawing_offset.y);
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if (m_batch.transparency_mode != TransparencyMode::Disabled)
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{
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static constexpr float transparent_alpha[4][2] = {{0.5f, 0.5f}, {1.0f, 1.0f}, {1.0f, 1.0f}, {0.25f, 1.0f}};
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prog.Uniform2fv(1, transparent_alpha[static_cast<u32>(m_batch.transparency_mode)]);
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}
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else
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{
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static constexpr float disabled_alpha[2] = {1.0f, 0.0f};
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prog.Uniform2fv(1, disabled_alpha);
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}
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if (m_batch.texture_mode != TextureMode::Disabled)
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{
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prog.Uniform4ui(2, m_batch.texture_window_values[0], m_batch.texture_window_values[1],
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m_batch.texture_window_values[2], m_batch.texture_window_values[3]);
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m_vram_read_texture->Bind();
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}
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if (m_batch.transparency_mode == TransparencyMode::Disabled || render_mode == HWBatchRenderMode::OnlyOpaque)
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{
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glDisable(GL_BLEND);
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}
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else
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{
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glEnable(GL_BLEND);
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glBlendEquationSeparate(
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m_batch.transparency_mode == TransparencyMode::BackgroundMinusForeground ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD,
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GL_FUNC_ADD);
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glBlendFuncSeparate(GL_ONE, GL_SRC_ALPHA, GL_ONE, GL_ZERO);
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}
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if (m_drawing_area_changed)
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{
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m_drawing_area_changed = false;
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int left, top, right, bottom;
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CalcScissorRect(&left, &top, &right, &bottom);
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const int width = right - left;
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const int height = bottom - top;
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const int x = left;
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const int y = m_vram_texture->GetHeight() - bottom;
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Log_DebugPrintf("SetScissor: (%d-%d, %d-%d)", x, x + width, y, y + height);
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glScissor(x, y, width, height);
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}
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}
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void GPU_HW_OpenGL::UpdateDrawingArea()
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{
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m_drawing_area_changed = true;
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}
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void GPU_HW_OpenGL::UpdateDisplay()
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{
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GPU_HW::UpdateDisplay();
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if (m_system->GetSettings().debugging.show_vram)
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{
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m_system->GetHostInterface()->SetDisplayTexture(m_vram_texture.get(), 0, 0, m_vram_texture->GetWidth(),
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m_vram_texture->GetHeight(), 1.0f);
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}
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else
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{
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const u32 vram_offset_x = m_crtc_state.regs.X;
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const u32 vram_offset_y = m_crtc_state.regs.Y;
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const u32 scaled_vram_offset_x = vram_offset_x * m_resolution_scale;
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const u32 scaled_vram_offset_y = vram_offset_y * m_resolution_scale;
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const u32 display_width = std::min<u32>(m_crtc_state.display_width, VRAM_WIDTH - vram_offset_x);
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const u32 display_height = std::min<u32>(m_crtc_state.display_height << BoolToUInt8(m_GPUSTAT.vertical_interlace),
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VRAM_HEIGHT - vram_offset_y);
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const u32 scaled_display_width = display_width * m_resolution_scale;
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const u32 scaled_display_height = display_height * m_resolution_scale;
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const u32 flipped_vram_offset_y = VRAM_HEIGHT - vram_offset_y - display_height;
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const u32 scaled_flipped_vram_offset_y = m_vram_texture->GetHeight() - scaled_vram_offset_y - scaled_display_height;
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if (m_GPUSTAT.display_disable)
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{
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m_system->GetHostInterface()->SetDisplayTexture(nullptr, 0, 0, 0, 0, m_crtc_state.display_aspect_ratio);
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}
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else if (!m_GPUSTAT.display_area_color_depth_24 && !m_GPUSTAT.vertical_interlace)
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{
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// fast path when both interlacing and 24-bit depth is off
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glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, scaled_vram_offset_x,
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scaled_flipped_vram_offset_y, 0, m_display_texture->GetGLId(), GL_TEXTURE_2D, 0, 0, 0, 0,
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scaled_display_width, scaled_display_height, 1);
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m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, scaled_display_width,
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scaled_display_height, m_crtc_state.display_aspect_ratio);
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}
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else
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{
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const u32 field_offset = BoolToUInt8(m_GPUSTAT.vertical_interlace && !m_GPUSTAT.drawing_even_line);
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const u32 scaled_field_offset = field_offset * m_resolution_scale;
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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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const GL::Program& prog = m_display_programs[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)]
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[BoolToUInt8(m_GPUSTAT.vertical_interlace)];
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prog.Bind();
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// Because of how the reinterpret shader works, we need to use the downscaled version.
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if (m_GPUSTAT.display_area_color_depth_24 && m_resolution_scale > 1)
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{
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m_vram_downsample_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
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glBlitFramebuffer(
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scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_vram_offset_x + scaled_display_width,
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scaled_flipped_vram_offset_y + scaled_display_height, vram_offset_x, flipped_vram_offset_y,
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vram_offset_x + display_width, flipped_vram_offset_y + display_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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m_vram_downsample_texture->Bind();
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glViewport(0, field_offset, display_width, display_height);
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prog.Uniform3i(0, vram_offset_x, flipped_vram_offset_y, field_offset);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, display_width, display_height,
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m_crtc_state.display_aspect_ratio);
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}
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else
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{
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m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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m_vram_texture->Bind();
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glViewport(0, scaled_field_offset, scaled_display_width, scaled_display_height);
|
|
prog.Uniform3i(0, scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_field_offset);
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
|
|
m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, scaled_display_width,
|
|
scaled_display_height, m_crtc_state.display_aspect_ratio);
|
|
}
|
|
|
|
// restore state
|
|
m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
|
|
glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
|
|
glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
const u32 flipped_y = VRAM_HEIGHT - y - height;
|
|
|
|
// downscaling to 1xIR.
|
|
if (m_resolution_scale > 1)
|
|
{
|
|
const u32 texture_height = m_vram_texture->GetHeight();
|
|
const u32 scaled_x = x * m_resolution_scale;
|
|
const u32 scaled_y = y * m_resolution_scale;
|
|
const u32 scaled_width = width * m_resolution_scale;
|
|
const u32 scaled_height = height * m_resolution_scale;
|
|
const u32 scaled_flipped_y = texture_height - scaled_y - scaled_height;
|
|
|
|
m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
|
|
m_vram_downsample_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glBlitFramebuffer(scaled_x, scaled_flipped_y, scaled_x + scaled_width, scaled_flipped_y + scaled_height, 0, 0,
|
|
width, height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
|
|
m_vram_downsample_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
|
|
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, temp_buffer.data());
|
|
}
|
|
else
|
|
{
|
|
m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
|
|
glReadPixels(x, flipped_y, 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 = RGBA8888ToRGBA5551(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;
|
|
}
|
|
|
|
m_stats.num_vram_reads++;
|
|
}
|
|
|
|
void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color)
|
|
{
|
|
// scale coordinates
|
|
x *= m_resolution_scale;
|
|
y *= m_resolution_scale;
|
|
width *= m_resolution_scale;
|
|
height *= m_resolution_scale;
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(x, m_vram_texture->GetHeight() - y - height, width, height);
|
|
|
|
const auto [r, g, b, a] = RGBA8ToFloat(RGBA5551ToRGBA8888(color));
|
|
glClearColor(r, g, b, a);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
UpdateDrawingArea();
|
|
InvalidateVRAMReadCache();
|
|
}
|
|
|
|
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 = RGBA5551ToRGBA8888(src_col);
|
|
rgba_data.push_back(dst_col);
|
|
}
|
|
|
|
source_ptr -= source_stride;
|
|
}
|
|
|
|
// have to write to the 1x texture first
|
|
if (m_resolution_scale > 1)
|
|
m_vram_downsample_texture->Bind();
|
|
else
|
|
m_vram_texture->Bind();
|
|
|
|
// lower-left origin flip happens here
|
|
const u32 flipped_y = VRAM_HEIGHT - y - height;
|
|
|
|
// update texture data
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, rgba_data.data());
|
|
InvalidateVRAMReadCache();
|
|
|
|
if (m_resolution_scale > 1)
|
|
{
|
|
// scale to internal resolution
|
|
const u32 scaled_width = width * m_resolution_scale;
|
|
const u32 scaled_height = height * m_resolution_scale;
|
|
const u32 scaled_x = x * m_resolution_scale;
|
|
const u32 scaled_y = y * m_resolution_scale;
|
|
const u32 scaled_flipped_y = m_vram_texture->GetHeight() - scaled_y - scaled_height;
|
|
glDisable(GL_SCISSOR_TEST);
|
|
m_vram_downsample_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
|
|
glBlitFramebuffer(x, flipped_y, x + width, flipped_y + height, scaled_x, scaled_flipped_y, scaled_x + scaled_width,
|
|
scaled_flipped_y + scaled_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
m_stats.num_vram_writes++;
|
|
}
|
|
|
|
void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
|
|
{
|
|
src_x *= m_resolution_scale;
|
|
src_y *= m_resolution_scale;
|
|
dst_x *= m_resolution_scale;
|
|
dst_y *= m_resolution_scale;
|
|
width *= m_resolution_scale;
|
|
height *= m_resolution_scale;
|
|
|
|
// lower-left origin flip
|
|
src_y = m_vram_texture->GetHeight() - src_y - height;
|
|
dst_y = m_vram_texture->GetHeight() - dst_y - height;
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
|
|
glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height,
|
|
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
InvalidateVRAMReadCache();
|
|
}
|
|
|
|
void GPU_HW_OpenGL::UpdateVRAMReadTexture()
|
|
{
|
|
m_stats.num_vram_read_texture_updates++;
|
|
m_vram_read_texture_dirty = false;
|
|
|
|
// TODO: Fallback blit path, and partial updates.
|
|
glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, 0, 0, 0, m_vram_read_texture->GetGLId(),
|
|
GL_TEXTURE_2D, 0, 0, 0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight(), 1);
|
|
}
|
|
|
|
void GPU_HW_OpenGL::FlushRender()
|
|
{
|
|
if (m_batch.vertices.empty())
|
|
return;
|
|
|
|
if (m_vram_read_texture_dirty)
|
|
UpdateVRAMReadTexture();
|
|
|
|
m_stats.num_batches++;
|
|
m_stats.num_vertices += static_cast<u32>(m_batch.vertices.size());
|
|
|
|
Assert((m_batch.vertices.size() * sizeof(HWVertex)) <= VERTEX_BUFFER_SIZE);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizei>(sizeof(HWVertex) * m_batch.vertices.size()),
|
|
m_batch.vertices.data());
|
|
|
|
static constexpr std::array<GLenum, 4> gl_primitives = {{GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP}};
|
|
|
|
if (m_batch.NeedsTwoPassRendering())
|
|
{
|
|
SetDrawState(HWBatchRenderMode::OnlyTransparent);
|
|
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
|
|
SetDrawState(HWBatchRenderMode::OnlyOpaque);
|
|
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
|
|
}
|
|
else
|
|
{
|
|
SetDrawState(m_batch.GetRenderMode());
|
|
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 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>();
|
|
}
|