diff options
Diffstat (limited to '')
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 839 |
1 files changed, 328 insertions, 511 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 6ca9f45e2..da4121c35 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -36,10 +36,7 @@ static bool IsPassThroughTevStage(const Pica::Regs::TevStageConfig& stage) { stage.GetAlphaMultiplier() == 1); } -RasterizerOpenGL::RasterizerOpenGL() : cached_fb_color_addr(0), cached_fb_depth_addr(0) { } -RasterizerOpenGL::~RasterizerOpenGL() { } - -void RasterizerOpenGL::InitObjects() { +RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { // Create sampler objects for (size_t i = 0; i < texture_samplers.size(); ++i) { texture_samplers[i].Create(); @@ -61,6 +58,10 @@ void RasterizerOpenGL::InitObjects() { uniform_block_data.dirty = true; + for (unsigned index = 0; index < lighting_luts.size(); index++) { + uniform_block_data.lut_dirty[index] = true; + } + // Set vertex attributes glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position)); glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION); @@ -81,70 +82,24 @@ void RasterizerOpenGL::InitObjects() { glVertexAttribPointer(GLShader::ATTRIBUTE_VIEW, 3, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, view)); glEnableVertexAttribArray(GLShader::ATTRIBUTE_VIEW); - SetShader(); - - // Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation - fb_color_texture.texture.Create(); - ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1); - - state.texture_units[0].texture_2d = fb_color_texture.texture.handle; - state.Apply(); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - state.texture_units[0].texture_2d = 0; - state.Apply(); - - fb_depth_texture.texture.Create(); - ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1); - - state.texture_units[0].texture_2d = fb_depth_texture.texture.handle; - state.Apply(); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); - - state.texture_units[0].texture_2d = 0; - state.Apply(); - - // Configure OpenGL framebuffer + // Create render framebuffer framebuffer.Create(); - state.draw.framebuffer = framebuffer.handle; + // Allocate and bind lighting lut textures + for (size_t i = 0; i < lighting_luts.size(); ++i) { + lighting_luts[i].Create(); + state.lighting_luts[i].texture_1d = lighting_luts[i].handle; + } state.Apply(); - glActiveTexture(GL_TEXTURE0); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_color_texture.texture.handle, 0); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0); - - for (size_t i = 0; i < lighting_lut.size(); ++i) { - lighting_lut[i].Create(); - state.lighting_lut[i].texture_1d = lighting_lut[i].handle; - + for (size_t i = 0; i < lighting_luts.size(); ++i) { glActiveTexture(GL_TEXTURE3 + i); - glBindTexture(GL_TEXTURE_1D, state.lighting_lut[i].texture_1d); - glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } - state.Apply(); - - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - ASSERT_MSG(status == GL_FRAMEBUFFER_COMPLETE, - "OpenGL rasterizer framebuffer setup failed, status %X", status); -} -void RasterizerOpenGL::Reset() { + // Sync fixed function OpenGL state SyncCullMode(); SyncDepthModifiers(); SyncBlendEnabled(); @@ -156,10 +111,10 @@ void RasterizerOpenGL::Reset() { SyncColorWriteMask(); SyncStencilWriteMask(); SyncDepthWriteMask(); +} - SetShader(); +RasterizerOpenGL::~RasterizerOpenGL() { - res_cache.InvalidateAll(); } /** @@ -196,47 +151,98 @@ void RasterizerOpenGL::DrawTriangles() { if (vertex_batch.empty()) return; - SyncFramebuffer(); - SyncDrawState(); + const auto& regs = Pica::g_state.regs; + + // Sync and bind the framebuffer surfaces + CachedSurface* color_surface; + CachedSurface* depth_surface; + MathUtil::Rectangle<int> rect; + std::tie(color_surface, depth_surface, rect) = res_cache.GetFramebufferSurfaces(regs.framebuffer); + + state.draw.draw_framebuffer = framebuffer.handle; + state.Apply(); + + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_surface != nullptr ? color_surface->texture.handle : 0, 0); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_surface != nullptr ? depth_surface->texture.handle : 0, 0); + bool has_stencil = regs.framebuffer.depth_format == Pica::Regs::DepthFormat::D24S8; + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, (has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0); + + if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + return; + } + + // Sync the viewport + // These registers hold half-width and half-height, so must be multiplied by 2 + GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2; + GLsizei viewport_height = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_y).ToFloat32() * 2; + + glViewport((GLint)(rect.left + regs.viewport_corner.x * color_surface->res_scale_width), + (GLint)(rect.bottom + regs.viewport_corner.y * color_surface->res_scale_height), + (GLsizei)(viewport_width * color_surface->res_scale_width), (GLsizei)(viewport_height * color_surface->res_scale_height)); + + // Sync and bind the texture surfaces + const auto pica_textures = regs.GetTextures(); + for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) { + const auto& texture = pica_textures[texture_index]; + + if (texture.enabled) { + texture_samplers[texture_index].SyncWithConfig(texture.config); + CachedSurface* surface = res_cache.GetTextureSurface(texture); + if (surface != nullptr) { + state.texture_units[texture_index].texture_2d = surface->texture.handle; + } else { + // Can occur when texture addr is null or its memory is unmapped/invalid + state.texture_units[texture_index].texture_2d = 0; + } + } else { + state.texture_units[texture_index].texture_2d = 0; + } + } - if (state.draw.shader_dirty) { + // Sync and bind the shader + if (shader_dirty) { SetShader(); - state.draw.shader_dirty = false; + shader_dirty = false; } - for (unsigned index = 0; index < lighting_lut.size(); index++) { + // Sync the lighting luts + for (unsigned index = 0; index < lighting_luts.size(); index++) { if (uniform_block_data.lut_dirty[index]) { SyncLightingLUT(index); uniform_block_data.lut_dirty[index] = false; } } + // Sync the uniform data if (uniform_block_data.dirty) { glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW); uniform_block_data.dirty = false; } + state.Apply(); + + // Draw the vertex batch glBufferData(GL_ARRAY_BUFFER, vertex_batch.size() * sizeof(HardwareVertex), vertex_batch.data(), GL_STREAM_DRAW); glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertex_batch.size()); - vertex_batch.clear(); - - // Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture - const auto& regs = Pica::g_state.regs; - - u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format) - * fb_color_texture.width * fb_color_texture.height; - - u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format) - * fb_depth_texture.width * fb_depth_texture.height; + // Mark framebuffer surfaces as dirty + // TODO: Restrict invalidation area to the viewport + if (color_surface != nullptr) { + color_surface->dirty = true; + res_cache.FlushRegion(color_surface->addr, color_surface->size, color_surface, true); + } + if (depth_surface != nullptr) { + depth_surface->dirty = true; + res_cache.FlushRegion(depth_surface->addr, depth_surface->size, depth_surface, true); + } - res_cache.InvalidateInRange(cached_fb_color_addr, cached_fb_color_size, true); - res_cache.InvalidateInRange(cached_fb_depth_addr, cached_fb_depth_size, true); -} + vertex_batch.clear(); -void RasterizerOpenGL::FlushFramebuffer() { - CommitColorBuffer(); - CommitDepthBuffer(); + // Unbind textures for potential future use as framebuffer attachments + for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) { + state.texture_units[texture_index].texture_2d = 0; + } + state.Apply(); } void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { @@ -268,7 +274,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { // Alpha test case PICA_REG_INDEX(output_merger.alpha_test): SyncAlphaTest(); - state.draw.shader_dirty = true; + shader_dirty = true; break; // Sync GL stencil test + stencil write mask @@ -334,7 +340,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { case PICA_REG_INDEX(tev_stage5.color_op): case PICA_REG_INDEX(tev_stage5.color_scale): case PICA_REG_INDEX(tev_combiner_buffer_input): - state.draw.shader_dirty = true; + shader_dirty = true; break; case PICA_REG_INDEX(tev_stage0.const_r): SyncTevConstColor(0, regs.tev_stage0); @@ -521,41 +527,257 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { } } +void RasterizerOpenGL::FlushAll() { + res_cache.FlushAll(); +} + void RasterizerOpenGL::FlushRegion(PAddr addr, u32 size) { - const auto& regs = Pica::g_state.regs; + res_cache.FlushRegion(addr, size, nullptr, false); +} - u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format) - * fb_color_texture.width * fb_color_texture.height; +void RasterizerOpenGL::FlushAndInvalidateRegion(PAddr addr, u32 size) { + res_cache.FlushRegion(addr, size, nullptr, true); +} - u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format) - * fb_depth_texture.width * fb_depth_texture.height; +bool RasterizerOpenGL::AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) { + using PixelFormat = CachedSurface::PixelFormat; + using SurfaceType = CachedSurface::SurfaceType; - // If source memory region overlaps 3DS framebuffers, commit them before the copy happens - if (MathUtil::IntervalsIntersect(addr, size, cached_fb_color_addr, cached_fb_color_size)) - CommitColorBuffer(); + if (config.is_texture_copy) { + // TODO(tfarley): Try to hardware accelerate this + return false; + } - if (MathUtil::IntervalsIntersect(addr, size, cached_fb_depth_addr, cached_fb_depth_size)) - CommitDepthBuffer(); + CachedSurface src_params; + src_params.addr = config.GetPhysicalInputAddress(); + src_params.width = config.output_width; + src_params.height = config.output_height; + src_params.is_tiled = !config.input_linear; + src_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.input_format); + + CachedSurface dst_params; + dst_params.addr = config.GetPhysicalOutputAddress(); + dst_params.width = config.scaling != config.NoScale ? config.output_width / 2 : config.output_width.Value(); + dst_params.height = config.scaling == config.ScaleXY ? config.output_height / 2 : config.output_height.Value(); + dst_params.is_tiled = config.input_linear != config.dont_swizzle; + dst_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.output_format); + + MathUtil::Rectangle<int> src_rect; + CachedSurface* src_surface = res_cache.GetSurfaceRect(src_params, false, true, src_rect); + + if (src_surface == nullptr) { + return false; + } + + // Require destination surface to have same resolution scale as source to preserve scaling + dst_params.res_scale_width = src_surface->res_scale_width; + dst_params.res_scale_height = src_surface->res_scale_height; + + MathUtil::Rectangle<int> dst_rect; + CachedSurface* dst_surface = res_cache.GetSurfaceRect(dst_params, true, false, dst_rect); + + if (dst_surface == nullptr) { + return false; + } + + // Don't accelerate if the src and dst surfaces are the same + if (src_surface == dst_surface) { + return false; + } + + if (config.flip_vertically) { + std::swap(dst_rect.top, dst_rect.bottom); + } + + if (!res_cache.TryBlitSurfaces(src_surface, src_rect, dst_surface, dst_rect)) { + return false; + } + + u32 dst_size = dst_params.width * dst_params.height * CachedSurface::GetFormatBpp(dst_params.pixel_format) / 8; + dst_surface->dirty = true; + res_cache.FlushRegion(config.GetPhysicalOutputAddress(), dst_size, dst_surface, true); + return true; } -void RasterizerOpenGL::InvalidateRegion(PAddr addr, u32 size) { - const auto& regs = Pica::g_state.regs; +bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config) { + using PixelFormat = CachedSurface::PixelFormat; + using SurfaceType = CachedSurface::SurfaceType; + + CachedSurface* dst_surface = res_cache.TryGetFillSurface(config); + + if (dst_surface == nullptr) { + return false; + } + + OpenGLState cur_state = OpenGLState::GetCurState(); + + SurfaceType dst_type = CachedSurface::GetFormatType(dst_surface->pixel_format); - u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format) - * fb_color_texture.width * fb_color_texture.height; + GLuint old_fb = cur_state.draw.draw_framebuffer; + cur_state.draw.draw_framebuffer = framebuffer.handle; + // TODO: When scissor test is implemented, need to disable scissor test in cur_state here so Clear call isn't affected + cur_state.Apply(); - u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format) - * fb_depth_texture.width * fb_depth_texture.height; + if (dst_type == SurfaceType::Color || dst_type == SurfaceType::Texture) { + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_surface->texture.handle, 0); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); - // If modified memory region overlaps 3DS framebuffers, reload their contents into OpenGL - if (MathUtil::IntervalsIntersect(addr, size, cached_fb_color_addr, cached_fb_color_size)) - ReloadColorBuffer(); + if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + return false; + } + + GLfloat color_values[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + + // TODO: Handle additional pixel format and fill value size combinations to accelerate more cases + // For instance, checking if fill value's bytes/bits repeat to allow filling I8/A8/I4/A4/... + // Currently only handles formats that are multiples of the fill value size + + if (config.fill_24bit) { + switch (dst_surface->pixel_format) { + case PixelFormat::RGB8: + color_values[0] = config.value_24bit_r / 255.0f; + color_values[1] = config.value_24bit_g / 255.0f; + color_values[2] = config.value_24bit_b / 255.0f; + break; + default: + return false; + } + } else if (config.fill_32bit) { + u32 value = config.value_32bit; + + switch (dst_surface->pixel_format) { + case PixelFormat::RGBA8: + color_values[0] = (value >> 24) / 255.0f; + color_values[1] = ((value >> 16) & 0xFF) / 255.0f; + color_values[2] = ((value >> 8) & 0xFF) / 255.0f; + color_values[3] = (value & 0xFF) / 255.0f; + break; + default: + return false; + } + } else { + u16 value_16bit = config.value_16bit.Value(); + Math::Vec4<u8> color; + + switch (dst_surface->pixel_format) { + case PixelFormat::RGBA8: + color_values[0] = (value_16bit >> 8) / 255.0f; + color_values[1] = (value_16bit & 0xFF) / 255.0f; + color_values[2] = color_values[0]; + color_values[3] = color_values[1]; + break; + case PixelFormat::RGB5A1: + color = Color::DecodeRGB5A1((const u8*)&value_16bit); + color_values[0] = color[0] / 31.0f; + color_values[1] = color[1] / 31.0f; + color_values[2] = color[2] / 31.0f; + color_values[3] = color[3]; + break; + case PixelFormat::RGB565: + color = Color::DecodeRGB565((const u8*)&value_16bit); + color_values[0] = color[0] / 31.0f; + color_values[1] = color[1] / 63.0f; + color_values[2] = color[2] / 31.0f; + break; + case PixelFormat::RGBA4: + color = Color::DecodeRGBA4((const u8*)&value_16bit); + color_values[0] = color[0] / 15.0f; + color_values[1] = color[1] / 15.0f; + color_values[2] = color[2] / 15.0f; + color_values[3] = color[3] / 15.0f; + break; + case PixelFormat::IA8: + case PixelFormat::RG8: + color_values[0] = (value_16bit >> 8) / 255.0f; + color_values[1] = (value_16bit & 0xFF) / 255.0f; + break; + default: + return false; + } + } + + cur_state.color_mask.red_enabled = true; + cur_state.color_mask.green_enabled = true; + cur_state.color_mask.blue_enabled = true; + cur_state.color_mask.alpha_enabled = true; + cur_state.Apply(); + glClearBufferfv(GL_COLOR, 0, color_values); + } else if (dst_type == SurfaceType::Depth) { + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_surface->texture.handle, 0); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); + + if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + return false; + } + + GLfloat value_float; + if (dst_surface->pixel_format == CachedSurface::PixelFormat::D16) { + value_float = config.value_32bit / 65535.0f; // 2^16 - 1 + } else if (dst_surface->pixel_format == CachedSurface::PixelFormat::D24) { + value_float = config.value_32bit / 16777215.0f; // 2^24 - 1 + } + + cur_state.depth.write_mask = true; + cur_state.Apply(); + glClearBufferfv(GL_DEPTH, 0, &value_float); + } else if (dst_type == SurfaceType::DepthStencil) { + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, dst_surface->texture.handle, 0); + + if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + return false; + } + + GLfloat value_float = (config.value_32bit & 0xFFFFFF) / 16777215.0f; // 2^24 - 1 + GLint value_int = (config.value_32bit >> 24); + + cur_state.depth.write_mask = true; + cur_state.stencil.write_mask = true; + cur_state.Apply(); + glClearBufferfi(GL_DEPTH_STENCIL, 0, value_float, value_int); + } - if (MathUtil::IntervalsIntersect(addr, size, cached_fb_depth_addr, cached_fb_depth_size)) - ReloadDepthBuffer(); + cur_state.draw.draw_framebuffer = old_fb; + // TODO: Return scissor test to previous value when scissor test is implemented + cur_state.Apply(); - // Notify cache of flush in case the region touches a cached resource - res_cache.InvalidateInRange(addr, size); + dst_surface->dirty = true; + res_cache.FlushRegion(dst_surface->addr, dst_surface->size, dst_surface, true); + return true; +} + +bool RasterizerOpenGL::AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr, u32 pixel_stride, ScreenInfo& screen_info) { + if (framebuffer_addr == 0) { + return false; + } + + CachedSurface src_params; + src_params.addr = framebuffer_addr; + src_params.width = config.width; + src_params.height = config.height; + src_params.stride = pixel_stride; + src_params.is_tiled = false; + src_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.color_format); + + MathUtil::Rectangle<int> src_rect; + CachedSurface* src_surface = res_cache.GetSurfaceRect(src_params, false, true, src_rect); + + if (src_surface == nullptr) { + return false; + } + + u32 scaled_width = src_surface->GetScaledWidth(); + u32 scaled_height = src_surface->GetScaledHeight(); + + screen_info.display_texcoords = MathUtil::Rectangle<float>((float)src_rect.top / (float)scaled_height, + (float)src_rect.left / (float)scaled_width, + (float)src_rect.bottom / (float)scaled_height, + (float)src_rect.right / (float)scaled_width); + + screen_info.display_texture = src_surface->texture.handle; + + return true; } void RasterizerOpenGL::SamplerInfo::Create() { @@ -597,108 +819,6 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Pica::Regs::TextureConf } } -void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height) { - GLint internal_format; - - texture.format = format; - texture.width = width; - texture.height = height; - - switch (format) { - case Pica::Regs::ColorFormat::RGBA8: - internal_format = GL_RGBA; - texture.gl_format = GL_RGBA; - texture.gl_type = GL_UNSIGNED_INT_8_8_8_8; - break; - - case Pica::Regs::ColorFormat::RGB8: - // This pixel format uses BGR since GL_UNSIGNED_BYTE specifies byte-order, unlike every - // specific OpenGL type used in this function using native-endian (that is, little-endian - // mostly everywhere) for words or half-words. - // TODO: check how those behave on big-endian processors. - internal_format = GL_RGB; - texture.gl_format = GL_BGR; - texture.gl_type = GL_UNSIGNED_BYTE; - break; - - case Pica::Regs::ColorFormat::RGB5A1: - internal_format = GL_RGBA; - texture.gl_format = GL_RGBA; - texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1; - break; - - case Pica::Regs::ColorFormat::RGB565: - internal_format = GL_RGB; - texture.gl_format = GL_RGB; - texture.gl_type = GL_UNSIGNED_SHORT_5_6_5; - break; - - case Pica::Regs::ColorFormat::RGBA4: - internal_format = GL_RGBA; - texture.gl_format = GL_RGBA; - texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4; - break; - - default: - LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture color format %x", format); - UNIMPLEMENTED(); - break; - } - - state.texture_units[0].texture_2d = texture.texture.handle; - state.Apply(); - - glActiveTexture(GL_TEXTURE0); - glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0, - texture.gl_format, texture.gl_type, nullptr); - - state.texture_units[0].texture_2d = 0; - state.Apply(); -} - -void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) { - GLint internal_format; - - texture.format = format; - texture.width = width; - texture.height = height; - - switch (format) { - case Pica::Regs::DepthFormat::D16: - internal_format = GL_DEPTH_COMPONENT16; - texture.gl_format = GL_DEPTH_COMPONENT; - texture.gl_type = GL_UNSIGNED_SHORT; - break; - - case Pica::Regs::DepthFormat::D24: - internal_format = GL_DEPTH_COMPONENT24; - texture.gl_format = GL_DEPTH_COMPONENT; - texture.gl_type = GL_UNSIGNED_INT; - break; - - case Pica::Regs::DepthFormat::D24S8: - internal_format = GL_DEPTH24_STENCIL8; - texture.gl_format = GL_DEPTH_STENCIL; - texture.gl_type = GL_UNSIGNED_INT_24_8; - break; - - default: - LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture depth format %x", format); - UNIMPLEMENTED(); - break; - } - - state.texture_units[0].texture_2d = texture.texture.handle; - state.Apply(); - - glActiveTexture(GL_TEXTURE0); - glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0, - texture.gl_format, texture.gl_type, nullptr); - - state.texture_units[0].texture_2d = 0; - state.Apply(); -} - void RasterizerOpenGL::SetShader() { PicaShaderConfig config = PicaShaderConfig::CurrentConfig(); std::unique_ptr<PicaShader> shader = std::make_unique<PicaShader>(); @@ -761,83 +881,6 @@ void RasterizerOpenGL::SetShader() { } } -void RasterizerOpenGL::SyncFramebuffer() { - const auto& regs = Pica::g_state.regs; - - PAddr new_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress(); - Pica::Regs::ColorFormat new_fb_color_format = regs.framebuffer.color_format; - - PAddr new_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress(); - Pica::Regs::DepthFormat new_fb_depth_format = regs.framebuffer.depth_format; - - bool fb_size_changed = fb_color_texture.width != static_cast<GLsizei>(regs.framebuffer.GetWidth()) || - fb_color_texture.height != static_cast<GLsizei>(regs.framebuffer.GetHeight()); - - bool color_fb_prop_changed = fb_color_texture.format != new_fb_color_format || - fb_size_changed; - - bool depth_fb_prop_changed = fb_depth_texture.format != new_fb_depth_format || - fb_size_changed; - - bool color_fb_modified = cached_fb_color_addr != new_fb_color_addr || - color_fb_prop_changed; - - bool depth_fb_modified = cached_fb_depth_addr != new_fb_depth_addr || - depth_fb_prop_changed; - - // Commit if framebuffer modified in any way - if (color_fb_modified) - CommitColorBuffer(); - - if (depth_fb_modified) - CommitDepthBuffer(); - - // Reconfigure framebuffer textures if any property has changed - if (color_fb_prop_changed) { - ReconfigureColorTexture(fb_color_texture, new_fb_color_format, - regs.framebuffer.GetWidth(), regs.framebuffer.GetHeight()); - } - - if (depth_fb_prop_changed) { - ReconfigureDepthTexture(fb_depth_texture, new_fb_depth_format, - regs.framebuffer.GetWidth(), regs.framebuffer.GetHeight()); - - // Only attach depth buffer as stencil if it supports stencil - switch (new_fb_depth_format) { - case Pica::Regs::DepthFormat::D16: - case Pica::Regs::DepthFormat::D24: - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); - break; - - case Pica::Regs::DepthFormat::D24S8: - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0); - break; - - default: - LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", new_fb_depth_format); - UNIMPLEMENTED(); - break; - } - } - - // Load buffer data again if fb modified in any way - if (color_fb_modified) { - cached_fb_color_addr = new_fb_color_addr; - - ReloadColorBuffer(); - } - - if (depth_fb_modified) { - cached_fb_depth_addr = new_fb_depth_addr; - - ReloadDepthBuffer(); - } - - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - ASSERT_MSG(status == GL_FRAMEBUFFER_COMPLETE, - "OpenGL rasterizer framebuffer setup failed, status %X", status); -} - void RasterizerOpenGL::SyncCullMode() { const auto& regs = Pica::g_state.regs; @@ -1034,229 +1077,3 @@ void RasterizerOpenGL::SyncLightPosition(int light_index) { uniform_block_data.dirty = true; } } - -void RasterizerOpenGL::SyncDrawState() { - const auto& regs = Pica::g_state.regs; - - // Sync the viewport - GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2; - GLsizei viewport_height = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_y).ToFloat32() * 2; - - // OpenGL uses different y coordinates, so negate corner offset and flip origin - // TODO: Ensure viewport_corner.x should not be negated or origin flipped - // TODO: Use floating-point viewports for accuracy if supported - glViewport((GLsizei)regs.viewport_corner.x, - (GLsizei)regs.viewport_corner.y, - viewport_width, viewport_height); - - // Sync bound texture(s), upload if not cached - const auto pica_textures = regs.GetTextures(); - for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) { - const auto& texture = pica_textures[texture_index]; - - if (texture.enabled) { - texture_samplers[texture_index].SyncWithConfig(texture.config); - res_cache.LoadAndBindTexture(state, texture_index, texture); - } else { - state.texture_units[texture_index].texture_2d = 0; - } - } - - state.draw.uniform_buffer = uniform_buffer.handle; - state.Apply(); -} - -MICROPROFILE_DEFINE(OpenGL_FramebufferReload, "OpenGL", "FB Reload", MP_RGB(70, 70, 200)); - -void RasterizerOpenGL::ReloadColorBuffer() { - u8* color_buffer = Memory::GetPhysicalPointer(cached_fb_color_addr); - - if (color_buffer == nullptr) - return; - - MICROPROFILE_SCOPE(OpenGL_FramebufferReload); - - u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format); - - std::unique_ptr<u8[]> temp_fb_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]); - - // Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary. - for (int y = 0; y < fb_color_texture.height; ++y) { - for (int x = 0; x < fb_color_texture.width; ++x) { - const u32 coarse_y = y & ~7; - u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel; - u32 gl_pixel_index = (x + (fb_color_texture.height - 1 - y) * fb_color_texture.width) * bytes_per_pixel; - - u8* pixel = color_buffer + dst_offset; - memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel); - } - } - - state.texture_units[0].texture_2d = fb_color_texture.texture.handle; - state.Apply(); - - glActiveTexture(GL_TEXTURE0); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height, - fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get()); - - state.texture_units[0].texture_2d = 0; - state.Apply(); -} - -void RasterizerOpenGL::ReloadDepthBuffer() { - if (cached_fb_depth_addr == 0) - return; - - // TODO: Appears to work, but double-check endianness of depth values and order of depth-stencil - u8* depth_buffer = Memory::GetPhysicalPointer(cached_fb_depth_addr); - - if (depth_buffer == nullptr) - return; - - MICROPROFILE_SCOPE(OpenGL_FramebufferReload); - - u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format); - - // OpenGL needs 4 bpp alignment for D24 - u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel; - - std::unique_ptr<u8[]> temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]); - - u8* temp_fb_depth_data = bytes_per_pixel == 3 ? (temp_fb_depth_buffer.get() + 1) : temp_fb_depth_buffer.get(); - - if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) { - for (int y = 0; y < fb_depth_texture.height; ++y) { - for (int x = 0; x < fb_depth_texture.width; ++x) { - const u32 coarse_y = y & ~7; - u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; - u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width); - - u8* pixel = depth_buffer + dst_offset; - u32 depth_stencil = *(u32*)pixel; - ((u32*)temp_fb_depth_data)[gl_pixel_index] = (depth_stencil << 8) | (depth_stencil >> 24); - } - } - } else { - for (int y = 0; y < fb_depth_texture.height; ++y) { - for (int x = 0; x < fb_depth_texture.width; ++x) { - const u32 coarse_y = y & ~7; - u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; - u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp; - - u8* pixel = depth_buffer + dst_offset; - memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel); - } - } - } - - state.texture_units[0].texture_2d = fb_depth_texture.texture.handle; - state.Apply(); - - glActiveTexture(GL_TEXTURE0); - if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) { - // TODO(Subv): There is a bug with Intel Windows drivers that makes glTexSubImage2D not change the stencil buffer. - // The bug has been reported to Intel (https://communities.intel.com/message/324464) - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, fb_depth_texture.width, fb_depth_texture.height, 0, - GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, temp_fb_depth_buffer.get()); - } else { - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height, - fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get()); - } - - state.texture_units[0].texture_2d = 0; - state.Apply(); -} - -Common::Profiling::TimingCategory buffer_commit_category("Framebuffer Commit"); -MICROPROFILE_DEFINE(OpenGL_FramebufferCommit, "OpenGL", "FB Commit", MP_RGB(70, 70, 200)); - -void RasterizerOpenGL::CommitColorBuffer() { - if (cached_fb_color_addr != 0) { - u8* color_buffer = Memory::GetPhysicalPointer(cached_fb_color_addr); - - if (color_buffer != nullptr) { - Common::Profiling::ScopeTimer timer(buffer_commit_category); - MICROPROFILE_SCOPE(OpenGL_FramebufferCommit); - - u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format); - - std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]); - - state.texture_units[0].texture_2d = fb_color_texture.texture.handle; - state.Apply(); - - glActiveTexture(GL_TEXTURE0); - glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get()); - - state.texture_units[0].texture_2d = 0; - state.Apply(); - - // Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary. - for (int y = 0; y < fb_color_texture.height; ++y) { - for (int x = 0; x < fb_color_texture.width; ++x) { - const u32 coarse_y = y & ~7; - u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel; - u32 gl_pixel_index = x * bytes_per_pixel + (fb_color_texture.height - 1 - y) * fb_color_texture.width * bytes_per_pixel; - - u8* pixel = color_buffer + dst_offset; - memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel); - } - } - } - } -} - -void RasterizerOpenGL::CommitDepthBuffer() { - if (cached_fb_depth_addr != 0) { - // TODO: Output seems correct visually, but doesn't quite match sw renderer output. One of them is wrong. - u8* depth_buffer = Memory::GetPhysicalPointer(cached_fb_depth_addr); - - if (depth_buffer != nullptr) { - Common::Profiling::ScopeTimer timer(buffer_commit_category); - MICROPROFILE_SCOPE(OpenGL_FramebufferCommit); - - u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format); - - // OpenGL needs 4 bpp alignment for D24 - u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel; - - std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]); - - state.texture_units[0].texture_2d = fb_depth_texture.texture.handle; - state.Apply(); - - glActiveTexture(GL_TEXTURE0); - glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get()); - - state.texture_units[0].texture_2d = 0; - state.Apply(); - - u8* temp_gl_depth_data = bytes_per_pixel == 3 ? (temp_gl_depth_buffer.get() + 1) : temp_gl_depth_buffer.get(); - - if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) { - for (int y = 0; y < fb_depth_texture.height; ++y) { - for (int x = 0; x < fb_depth_texture.width; ++x) { - const u32 coarse_y = y & ~7; - u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; - u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width); - - u8* pixel = depth_buffer + dst_offset; - u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index]; - *(u32*)pixel = (depth_stencil >> 8) | (depth_stencil << 24); - } - } - } else { - for (int y = 0; y < fb_depth_texture.height; ++y) { - for (int x = 0; x < fb_depth_texture.width; ++x) { - const u32 coarse_y = y & ~7; - u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; - u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp; - - u8* pixel = depth_buffer + dst_offset; - memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel); - } - } - } - } - } -} |