// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "video_core/framebuffer_config.h" #include "video_core/host_shaders/ffx_a_h.h" #include "video_core/host_shaders/ffx_fsr1_h.h" #include "video_core/host_shaders/full_screen_triangle_vert.h" #include "video_core/host_shaders/fxaa_frag.h" #include "video_core/host_shaders/fxaa_vert.h" #include "video_core/host_shaders/opengl_fidelityfx_fsr_easu_frag.h" #include "video_core/host_shaders/opengl_fidelityfx_fsr_frag.h" #include "video_core/host_shaders/opengl_fidelityfx_fsr_rcas_frag.h" #include "video_core/host_shaders/opengl_present_frag.h" #include "video_core/host_shaders/opengl_present_scaleforce_frag.h" #include "video_core/host_shaders/opengl_present_vert.h" #include "video_core/host_shaders/opengl_smaa_glsl.h" #include "video_core/host_shaders/present_bicubic_frag.h" #include "video_core/host_shaders/present_gaussian_frag.h" #include "video_core/host_shaders/smaa_blending_weight_calculation_frag.h" #include "video_core/host_shaders/smaa_blending_weight_calculation_vert.h" #include "video_core/host_shaders/smaa_edge_detection_frag.h" #include "video_core/host_shaders/smaa_edge_detection_vert.h" #include "video_core/host_shaders/smaa_neighborhood_blending_frag.h" #include "video_core/host_shaders/smaa_neighborhood_blending_vert.h" #include "video_core/renderer_opengl/gl_blit_screen.h" #include "video_core/renderer_opengl/gl_rasterizer.h" #include "video_core/renderer_opengl/gl_shader_manager.h" #include "video_core/renderer_opengl/gl_shader_util.h" #include "video_core/renderer_opengl/gl_state_tracker.h" #include "video_core/smaa_area_tex.h" #include "video_core/smaa_search_tex.h" #include "video_core/textures/decoders.h" namespace OpenGL { namespace { constexpr GLint PositionLocation = 0; constexpr GLint TexCoordLocation = 1; constexpr GLint ModelViewMatrixLocation = 0; struct ScreenRectVertex { constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v) : position{{static_cast(x), static_cast(y)}}, tex_coord{{u, v}} {} std::array position; std::array tex_coord; }; /** * Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left * corner and (width, height) on the lower-bottom. * * The projection part of the matrix is trivial, hence these operations are represented * by a 3x2 matrix. */ std::array MakeOrthographicMatrix(float width, float height) { std::array matrix; // Laid out in column-major order // clang-format off matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f; matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f; // Last matrix row is implicitly assumed to be [0, 0, 1]. // clang-format on return matrix; } } // namespace BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_, Tegra::MaxwellDeviceMemoryManager& device_memory_, StateTracker& state_tracker_, ProgramManager& program_manager_, Device& device_) : rasterizer(rasterizer_), device_memory(device_memory_), state_tracker(state_tracker_), program_manager(program_manager_), device(device_) { // Create shader programs fxaa_vertex = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER); fxaa_fragment = CreateProgram(HostShaders::FXAA_FRAG, GL_FRAGMENT_SHADER); const auto replace_include = [](std::string& shader_source, std::string_view include_name, std::string_view include_content) { const std::string include_string = fmt::format("#include \"{}\"", include_name); const std::size_t pos = shader_source.find(include_string); ASSERT(pos != std::string::npos); shader_source.replace(pos, include_string.size(), include_content); }; const auto SmaaShader = [&](std::string_view specialized_source, GLenum stage) { std::string shader_source{specialized_source}; replace_include(shader_source, "opengl_smaa.glsl", HostShaders::OPENGL_SMAA_GLSL); return CreateProgram(shader_source, stage); }; smaa_edge_detection_vert = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_VERT, GL_VERTEX_SHADER); smaa_edge_detection_frag = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_FRAG, GL_FRAGMENT_SHADER); smaa_blending_weight_calculation_vert = SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_VERT, GL_VERTEX_SHADER); smaa_blending_weight_calculation_frag = SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_FRAG, GL_FRAGMENT_SHADER); smaa_neighborhood_blending_vert = SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_VERT, GL_VERTEX_SHADER); smaa_neighborhood_blending_frag = SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_FRAG, GL_FRAGMENT_SHADER); present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER); present_bilinear_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER); present_bicubic_fragment = CreateProgram(HostShaders::PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER); present_gaussian_fragment = CreateProgram(HostShaders::PRESENT_GAUSSIAN_FRAG, GL_FRAGMENT_SHADER); present_scaleforce_fragment = CreateProgram(fmt::format("#version 460\n{}", HostShaders::OPENGL_PRESENT_SCALEFORCE_FRAG), GL_FRAGMENT_SHADER); std::string fsr_source{HostShaders::OPENGL_FIDELITYFX_FSR_FRAG}; replace_include(fsr_source, "ffx_a.h", HostShaders::FFX_A_H); replace_include(fsr_source, "ffx_fsr1.h", HostShaders::FFX_FSR1_H); std::string fsr_easu_frag_source{HostShaders::OPENGL_FIDELITYFX_FSR_EASU_FRAG}; std::string fsr_rcas_frag_source{HostShaders::OPENGL_FIDELITYFX_FSR_RCAS_FRAG}; replace_include(fsr_easu_frag_source, "opengl_fidelityfx_fsr.frag", fsr_source); replace_include(fsr_rcas_frag_source, "opengl_fidelityfx_fsr.frag", fsr_source); fsr = std::make_unique(HostShaders::FULL_SCREEN_TRIANGLE_VERT, fsr_easu_frag_source, fsr_rcas_frag_source); // Generate presentation sampler present_sampler.Create(); glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); present_sampler_nn.Create(); glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Generate VBO handle for drawing vertex_buffer.Create(); // Attach vertex data to VAO glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW); // Allocate textures for the screen framebuffer_texture.resource.Create(GL_TEXTURE_2D); const GLuint texture = framebuffer_texture.resource.handle; glTextureStorage2D(texture, 1, GL_RGBA8, 1, 1); // Clear screen to black const u8 framebuffer_data[4] = {0, 0, 0, 0}; glClearTexImage(framebuffer_texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data); aa_framebuffer.Create(); smaa_area_tex.Create(GL_TEXTURE_2D); glTextureStorage2D(smaa_area_tex.handle, 1, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT); glTextureSubImage2D(smaa_area_tex.handle, 0, 0, 0, AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG, GL_UNSIGNED_BYTE, areaTexBytes); smaa_search_tex.Create(GL_TEXTURE_2D); glTextureStorage2D(smaa_search_tex.handle, 1, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT); glTextureSubImage2D(smaa_search_tex.handle, 0, 0, 0, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, GL_RED, GL_UNSIGNED_BYTE, searchTexBytes); // Enable unified vertex attributes and query vertex buffer address when the driver supports it if (device.HasVertexBufferUnifiedMemory()) { glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV); glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV); glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY); glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV, &vertex_buffer_address); } } FramebufferTextureInfo BlitScreen::PrepareRenderTarget( const Tegra::FramebufferConfig& framebuffer) { // If framebuffer is provided, reload it from memory to a texture if (framebuffer_texture.width != static_cast(framebuffer.width) || framebuffer_texture.height != static_cast(framebuffer.height) || framebuffer_texture.pixel_format != framebuffer.pixel_format || gl_framebuffer_data.empty()) { // Reallocate texture if the framebuffer size has changed. // This is expected to not happen very often and hence should not be a // performance problem. ConfigureFramebufferTexture(framebuffer); } // Load the framebuffer from memory if needed return LoadFBToScreenInfo(framebuffer); } FramebufferTextureInfo BlitScreen::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) { const DAddr framebuffer_addr{framebuffer.address + framebuffer.offset}; const auto accelerated_info = rasterizer.AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride); if (accelerated_info) { return *accelerated_info; } // Reset the screen info's display texture to its own permanent texture FramebufferTextureInfo info{}; info.display_texture = framebuffer_texture.resource.handle; info.width = framebuffer.width; info.height = framebuffer.height; info.scaled_width = framebuffer.width; info.scaled_height = framebuffer.height; // TODO(Rodrigo): Read this from HLE constexpr u32 block_height_log2 = 4; const auto pixel_format{ VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)}; const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)}; const u64 size_in_bytes{Tegra::Texture::CalculateSize( true, bytes_per_pixel, framebuffer.stride, framebuffer.height, 1, block_height_log2, 0)}; const u8* const host_ptr{device_memory.GetPointer(framebuffer_addr)}; const std::span input_data(host_ptr, size_in_bytes); Tegra::Texture::UnswizzleTexture(gl_framebuffer_data, input_data, bytes_per_pixel, framebuffer.width, framebuffer.height, 1, block_height_log2, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast(framebuffer.stride)); // Update existing texture // TODO: Test what happens on hardware when you change the framebuffer dimensions so that // they differ from the LCD resolution. // TODO: Applications could theoretically crash yuzu here by specifying too large // framebuffer sizes. We should make sure that this cannot happen. glTextureSubImage2D(framebuffer_texture.resource.handle, 0, 0, 0, framebuffer.width, framebuffer.height, framebuffer_texture.gl_format, framebuffer_texture.gl_type, gl_framebuffer_data.data()); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); return info; } void BlitScreen::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer) { framebuffer_texture.width = framebuffer.width; framebuffer_texture.height = framebuffer.height; framebuffer_texture.pixel_format = framebuffer.pixel_format; const auto pixel_format{ VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)}; const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)}; gl_framebuffer_data.resize(framebuffer_texture.width * framebuffer_texture.height * bytes_per_pixel); GLint internal_format; switch (framebuffer.pixel_format) { case Service::android::PixelFormat::Rgba8888: internal_format = GL_RGBA8; framebuffer_texture.gl_format = GL_RGBA; framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV; break; case Service::android::PixelFormat::Rgb565: internal_format = GL_RGB565; framebuffer_texture.gl_format = GL_RGB; framebuffer_texture.gl_type = GL_UNSIGNED_SHORT_5_6_5; break; default: internal_format = GL_RGBA8; framebuffer_texture.gl_format = GL_RGBA; framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV; // UNIMPLEMENTED_MSG("Unknown framebuffer pixel format: {}", // static_cast(framebuffer.pixel_format)); break; } framebuffer_texture.resource.Release(); framebuffer_texture.resource.Create(GL_TEXTURE_2D); glTextureStorage2D(framebuffer_texture.resource.handle, 1, internal_format, framebuffer_texture.width, framebuffer_texture.height); aa_texture.Release(); aa_texture.Create(GL_TEXTURE_2D); glTextureStorage2D(aa_texture.handle, 1, GL_RGBA16F, Settings::values.resolution_info.ScaleUp(framebuffer_texture.width), Settings::values.resolution_info.ScaleUp(framebuffer_texture.height)); glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, aa_texture.handle, 0); smaa_edges_tex.Release(); smaa_edges_tex.Create(GL_TEXTURE_2D); glTextureStorage2D(smaa_edges_tex.handle, 1, GL_RG16F, Settings::values.resolution_info.ScaleUp(framebuffer_texture.width), Settings::values.resolution_info.ScaleUp(framebuffer_texture.height)); smaa_blend_tex.Release(); smaa_blend_tex.Create(GL_TEXTURE_2D); glTextureStorage2D(smaa_blend_tex.handle, 1, GL_RGBA16F, Settings::values.resolution_info.ScaleUp(framebuffer_texture.width), Settings::values.resolution_info.ScaleUp(framebuffer_texture.height)); } void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer, const Layout::FramebufferLayout& layout) { FramebufferTextureInfo info = PrepareRenderTarget(framebuffer); const auto crop = Tegra::NormalizeCrop(framebuffer, info.width, info.height); // TODO: Signal state tracker about these changes state_tracker.NotifyScreenDrawVertexArray(); state_tracker.NotifyPolygonModes(); state_tracker.NotifyViewport0(); state_tracker.NotifyScissor0(); state_tracker.NotifyColorMask(0); state_tracker.NotifyBlend0(); state_tracker.NotifyFramebuffer(); state_tracker.NotifyFrontFace(); state_tracker.NotifyCullTest(); state_tracker.NotifyDepthTest(); state_tracker.NotifyStencilTest(); state_tracker.NotifyPolygonOffset(); state_tracker.NotifyRasterizeEnable(); state_tracker.NotifyFramebufferSRGB(); state_tracker.NotifyLogicOp(); state_tracker.NotifyClipControl(); state_tracker.NotifyAlphaTest(); state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE); glEnable(GL_CULL_FACE); glDisable(GL_COLOR_LOGIC_OP); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glDisable(GL_POLYGON_OFFSET_FILL); glDisable(GL_RASTERIZER_DISCARD); glDisable(GL_ALPHA_TEST); glDisablei(GL_BLEND, 0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glCullFace(GL_BACK); glFrontFace(GL_CW); glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthRangeIndexed(0, 0.0, 0.0); glBindTextureUnit(0, info.display_texture); auto anti_aliasing = Settings::values.anti_aliasing.GetValue(); if (anti_aliasing >= Settings::AntiAliasing::MaxEnum) { LOG_ERROR(Render_OpenGL, "Invalid antialiasing option selected {}", anti_aliasing); anti_aliasing = Settings::AntiAliasing::None; Settings::values.anti_aliasing.SetValue(anti_aliasing); } if (anti_aliasing != Settings::AntiAliasing::None) { glEnablei(GL_SCISSOR_TEST, 0); auto scissor_width = Settings::values.resolution_info.ScaleUp(framebuffer_texture.width); auto viewport_width = static_cast(scissor_width); auto scissor_height = Settings::values.resolution_info.ScaleUp(framebuffer_texture.height); auto viewport_height = static_cast(scissor_height); glScissorIndexed(0, 0, 0, scissor_width, scissor_height); glViewportIndexedf(0, 0.0f, 0.0f, viewport_width, viewport_height); glBindSampler(0, present_sampler.handle); GLint old_read_fb; GLint old_draw_fb; glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb); glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb); switch (anti_aliasing) { case Settings::AntiAliasing::Fxaa: { program_manager.BindPresentPrograms(fxaa_vertex.handle, fxaa_fragment.handle); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } break; case Settings::AntiAliasing::Smaa: { glClearColor(0, 0, 0, 0); glFrontFace(GL_CCW); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle); glBindSampler(1, present_sampler.handle); glBindSampler(2, present_sampler.handle); glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, smaa_edges_tex.handle, 0); glClear(GL_COLOR_BUFFER_BIT); program_manager.BindPresentPrograms(smaa_edge_detection_vert.handle, smaa_edge_detection_frag.handle); glDrawArrays(GL_TRIANGLES, 0, 3); glBindTextureUnit(0, smaa_edges_tex.handle); glBindTextureUnit(1, smaa_area_tex.handle); glBindTextureUnit(2, smaa_search_tex.handle); glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, smaa_blend_tex.handle, 0); glClear(GL_COLOR_BUFFER_BIT); program_manager.BindPresentPrograms(smaa_blending_weight_calculation_vert.handle, smaa_blending_weight_calculation_frag.handle); glDrawArrays(GL_TRIANGLES, 0, 3); glBindTextureUnit(0, info.display_texture); glBindTextureUnit(1, smaa_blend_tex.handle); glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, aa_texture.handle, 0); program_manager.BindPresentPrograms(smaa_neighborhood_blending_vert.handle, smaa_neighborhood_blending_frag.handle); glDrawArrays(GL_TRIANGLES, 0, 3); glFrontFace(GL_CW); } break; default: UNREACHABLE(); } glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb); glBindTextureUnit(0, aa_texture.handle); } glDisablei(GL_SCISSOR_TEST, 0); if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) { if (!fsr->AreBuffersInitialized()) { fsr->InitBuffers(); } glBindSampler(0, present_sampler.handle); fsr->Draw(program_manager, layout.screen, info.scaled_width, info.scaled_height, crop); } else { if (fsr->AreBuffersInitialized()) { fsr->ReleaseBuffers(); } } const std::array ortho_matrix = MakeOrthographicMatrix(static_cast(layout.width), static_cast(layout.height)); const auto fragment_handle = [this]() { switch (Settings::values.scaling_filter.GetValue()) { case Settings::ScalingFilter::NearestNeighbor: case Settings::ScalingFilter::Bilinear: return present_bilinear_fragment.handle; case Settings::ScalingFilter::Bicubic: return present_bicubic_fragment.handle; case Settings::ScalingFilter::Gaussian: return present_gaussian_fragment.handle; case Settings::ScalingFilter::ScaleForce: return present_scaleforce_fragment.handle; case Settings::ScalingFilter::Fsr: return fsr->GetPresentFragmentProgram().handle; default: return present_bilinear_fragment.handle; } }(); program_manager.BindPresentPrograms(present_vertex.handle, fragment_handle); glProgramUniformMatrix3x2fv(present_vertex.handle, ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data()); f32 left, top, right, bottom; if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) { // FSR has already applied the crop, so we just want to render the image // it has produced. left = 0; top = 0; right = 1; bottom = 1; } else { // Apply the precomputed crop. left = crop.left; top = crop.top; right = crop.right; bottom = crop.bottom; } // Map the coordinates to the screen. const auto& screen = layout.screen; const auto x = screen.left; const auto y = screen.top; const auto w = screen.GetWidth(); const auto h = screen.GetHeight(); const std::array vertices = { ScreenRectVertex(x, y, left, top), ScreenRectVertex(x + w, y, right, top), ScreenRectVertex(x, y + h, left, bottom), ScreenRectVertex(x + w, y + h, right, bottom), }; glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices)); glDisable(GL_FRAMEBUFFER_SRGB); glViewportIndexedf(0, 0.0f, 0.0f, static_cast(layout.width), static_cast(layout.height)); glEnableVertexAttribArray(PositionLocation); glEnableVertexAttribArray(TexCoordLocation); glVertexAttribDivisor(PositionLocation, 0); glVertexAttribDivisor(TexCoordLocation, 0); glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE, offsetof(ScreenRectVertex, position)); glVertexAttribFormat(TexCoordLocation, 2, GL_FLOAT, GL_FALSE, offsetof(ScreenRectVertex, tex_coord)); glVertexAttribBinding(PositionLocation, 0); glVertexAttribBinding(TexCoordLocation, 0); if (device.HasVertexBufferUnifiedMemory()) { glBindVertexBuffer(0, 0, 0, sizeof(ScreenRectVertex)); glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 0, vertex_buffer_address, sizeof(vertices)); } else { glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex)); } if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) { glBindSampler(0, present_sampler.handle); } else { glBindSampler(0, present_sampler_nn.handle); } // Update background color before drawing glClearColor(Settings::values.bg_red.GetValue() / 255.0f, Settings::values.bg_green.GetValue() / 255.0f, Settings::values.bg_blue.GetValue() / 255.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // TODO // program_manager.RestoreGuestPipeline(); } } // namespace OpenGL