// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include "common/color.h" #include "common/file_util.h" #include "common/make_unique.h" #include "common/math_util.h" #include "common/microprofile.h" #include "common/profiler.h" #include "core/memory.h" #include "core/settings.h" #include "core/hw/gpu.h" #include "video_core/pica.h" #include "video_core/utils.h" #include "video_core/renderer_opengl/gl_rasterizer.h" #include "video_core/renderer_opengl/gl_shader_gen.h" #include "video_core/renderer_opengl/gl_shader_util.h" #include "video_core/renderer_opengl/pica_to_gl.h" static bool IsPassThroughTevStage(const Pica::Regs::TevStageConfig& stage) { return (stage.color_op == Pica::Regs::TevStageConfig::Operation::Replace && stage.alpha_op == Pica::Regs::TevStageConfig::Operation::Replace && stage.color_source1 == Pica::Regs::TevStageConfig::Source::Previous && stage.alpha_source1 == Pica::Regs::TevStageConfig::Source::Previous && stage.color_modifier1 == Pica::Regs::TevStageConfig::ColorModifier::SourceColor && stage.alpha_modifier1 == Pica::Regs::TevStageConfig::AlphaModifier::SourceAlpha && stage.GetColorMultiplier() == 1 && stage.GetAlphaMultiplier() == 1); } RasterizerOpenGL::RasterizerOpenGL() : last_fb_color_addr(0), last_fb_depth_addr(0) { } RasterizerOpenGL::~RasterizerOpenGL() { } void RasterizerOpenGL::InitObjects() { // Create sampler objects for (size_t i = 0; i < texture_samplers.size(); ++i) { texture_samplers[i].Create(); state.texture_units[i].sampler = texture_samplers[i].sampler.handle; } // Generate VBO, VAO and UBO vertex_buffer.Create(); vertex_array.Create(); uniform_buffer.Create(); state.draw.vertex_array = vertex_array.handle; state.draw.vertex_buffer = vertex_buffer.handle; state.draw.uniform_buffer = uniform_buffer.handle; state.Apply(); // Bind the UBO to binding point 0 glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle); uniform_block_data.dirty = true; // Set vertex attributes glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position)); glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION); glVertexAttribPointer(GLShader::ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, color)); glEnableVertexAttribArray(GLShader::ATTRIBUTE_COLOR); glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0)); glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD1, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord1)); glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD2, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord2)); glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD0); glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD1); glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD2); 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 framebuffer.Create(); state.draw.framebuffer = framebuffer.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); ASSERT_MSG(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "OpenGL rasterizer framebuffer setup failed, status %X", glCheckFramebufferStatus(GL_FRAMEBUFFER)); } void RasterizerOpenGL::Reset() { SyncCullMode(); SyncBlendEnabled(); SyncBlendFuncs(); SyncBlendColor(); SyncLogicOp(); SyncStencilTest(); SyncDepthTest(); SetShader(); res_cache.FullFlush(); } void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0, const Pica::Shader::OutputVertex& v1, const Pica::Shader::OutputVertex& v2) { vertex_batch.emplace_back(v0); vertex_batch.emplace_back(v1); vertex_batch.emplace_back(v2); } void RasterizerOpenGL::DrawTriangles() { SyncFramebuffer(); SyncDrawState(); if (state.draw.shader_dirty) { SetShader(); state.draw.shader_dirty = false; } if (uniform_block_data.dirty) { glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW); uniform_block_data.dirty = false; } 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; PAddr cur_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress(); u32 cur_fb_color_size = Pica::Regs::BytesPerColorPixel(regs.framebuffer.color_format) * regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight(); PAddr cur_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress(); u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(regs.framebuffer.depth_format) * regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight(); res_cache.NotifyFlush(cur_fb_color_addr, cur_fb_color_size, true); res_cache.NotifyFlush(cur_fb_depth_addr, cur_fb_depth_size, true); } void RasterizerOpenGL::CommitFramebuffer() { CommitColorBuffer(); CommitDepthBuffer(); } void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { const auto& regs = Pica::g_state.regs; if (!Settings::values.use_hw_renderer) return; switch(id) { // Culling case PICA_REG_INDEX(cull_mode): SyncCullMode(); break; // Blending case PICA_REG_INDEX(output_merger.alphablend_enable): SyncBlendEnabled(); break; case PICA_REG_INDEX(output_merger.alpha_blending): SyncBlendFuncs(); break; case PICA_REG_INDEX(output_merger.blend_const): SyncBlendColor(); break; // Alpha test case PICA_REG_INDEX(output_merger.alpha_test): SyncAlphaTest(); state.draw.shader_dirty = true; break; // Stencil test case PICA_REG_INDEX(output_merger.stencil_test.raw_func): case PICA_REG_INDEX(output_merger.stencil_test.raw_op): SyncStencilTest(); break; // Depth test case PICA_REG_INDEX(output_merger.depth_test_enable): SyncDepthTest(); break; // Logic op case PICA_REG_INDEX(output_merger.logic_op): SyncLogicOp(); break; // TEV stages case PICA_REG_INDEX(tev_stage0.color_source1): case PICA_REG_INDEX(tev_stage0.color_modifier1): case PICA_REG_INDEX(tev_stage0.color_op): case PICA_REG_INDEX(tev_stage0.color_scale): case PICA_REG_INDEX(tev_stage1.color_source1): case PICA_REG_INDEX(tev_stage1.color_modifier1): case PICA_REG_INDEX(tev_stage1.color_op): case PICA_REG_INDEX(tev_stage1.color_scale): case PICA_REG_INDEX(tev_stage2.color_source1): case PICA_REG_INDEX(tev_stage2.color_modifier1): case PICA_REG_INDEX(tev_stage2.color_op): case PICA_REG_INDEX(tev_stage2.color_scale): case PICA_REG_INDEX(tev_stage3.color_source1): case PICA_REG_INDEX(tev_stage3.color_modifier1): case PICA_REG_INDEX(tev_stage3.color_op): case PICA_REG_INDEX(tev_stage3.color_scale): case PICA_REG_INDEX(tev_stage4.color_source1): case PICA_REG_INDEX(tev_stage4.color_modifier1): case PICA_REG_INDEX(tev_stage4.color_op): case PICA_REG_INDEX(tev_stage4.color_scale): case PICA_REG_INDEX(tev_stage5.color_source1): case PICA_REG_INDEX(tev_stage5.color_modifier1): 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; break; case PICA_REG_INDEX(tev_stage0.const_r): SyncTevConstColor(0, regs.tev_stage0); break; case PICA_REG_INDEX(tev_stage1.const_r): SyncTevConstColor(1, regs.tev_stage1); break; case PICA_REG_INDEX(tev_stage2.const_r): SyncTevConstColor(2, regs.tev_stage2); break; case PICA_REG_INDEX(tev_stage3.const_r): SyncTevConstColor(3, regs.tev_stage3); break; case PICA_REG_INDEX(tev_stage4.const_r): SyncTevConstColor(4, regs.tev_stage4); break; case PICA_REG_INDEX(tev_stage5.const_r): SyncTevConstColor(5, regs.tev_stage5); break; // TEV combiner buffer color case PICA_REG_INDEX(tev_combiner_buffer_color): SyncCombinerColor(); break; } } void RasterizerOpenGL::NotifyPreRead(PAddr addr, u32 size) { const auto& regs = Pica::g_state.regs; if (!Settings::values.use_hw_renderer) return; PAddr cur_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress(); u32 cur_fb_color_size = Pica::Regs::BytesPerColorPixel(regs.framebuffer.color_format) * regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight(); PAddr cur_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress(); u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(regs.framebuffer.depth_format) * regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight(); // If source memory region overlaps 3DS framebuffers, commit them before the copy happens if (MathUtil::IntervalsIntersect(addr, size, cur_fb_color_addr, cur_fb_color_size)) CommitColorBuffer(); if (MathUtil::IntervalsIntersect(addr, size, cur_fb_depth_addr, cur_fb_depth_size)) CommitDepthBuffer(); } void RasterizerOpenGL::NotifyFlush(PAddr addr, u32 size) { const auto& regs = Pica::g_state.regs; if (!Settings::values.use_hw_renderer) return; PAddr cur_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress(); u32 cur_fb_color_size = Pica::Regs::BytesPerColorPixel(regs.framebuffer.color_format) * regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight(); PAddr cur_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress(); u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(regs.framebuffer.depth_format) * regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight(); // If modified memory region overlaps 3DS framebuffers, reload their contents into OpenGL if (MathUtil::IntervalsIntersect(addr, size, cur_fb_color_addr, cur_fb_color_size)) ReloadColorBuffer(); if (MathUtil::IntervalsIntersect(addr, size, cur_fb_depth_addr, cur_fb_depth_size)) ReloadDepthBuffer(); // Notify cache of flush in case the region touches a cached resource res_cache.NotifyFlush(addr, size); } void RasterizerOpenGL::SamplerInfo::Create() { sampler.Create(); mag_filter = min_filter = TextureConfig::Linear; wrap_s = wrap_t = TextureConfig::Repeat; border_color = 0; glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // default is GL_LINEAR_MIPMAP_LINEAR // Other attributes have correct defaults } void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Pica::Regs::TextureConfig& config) { GLuint s = sampler.handle; if (mag_filter != config.mag_filter) { mag_filter = config.mag_filter; glSamplerParameteri(s, GL_TEXTURE_MAG_FILTER, PicaToGL::TextureFilterMode(mag_filter)); } if (min_filter != config.min_filter) { min_filter = config.min_filter; glSamplerParameteri(s, GL_TEXTURE_MIN_FILTER, PicaToGL::TextureFilterMode(min_filter)); } if (wrap_s != config.wrap_s) { wrap_s = config.wrap_s; glSamplerParameteri(s, GL_TEXTURE_WRAP_S, PicaToGL::WrapMode(wrap_s)); } if (wrap_t != config.wrap_t) { wrap_t = config.wrap_t; glSamplerParameteri(s, GL_TEXTURE_WRAP_T, PicaToGL::WrapMode(wrap_t)); } if (wrap_s == TextureConfig::ClampToBorder || wrap_t == TextureConfig::ClampToBorder) { if (border_color != config.border_color.raw) { auto gl_color = PicaToGL::ColorRGBA8(border_color); glSamplerParameterfv(s, GL_TEXTURE_BORDER_COLOR, gl_color.data()); } } } 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 shader = Common::make_unique(); // Find (or generate) the GLSL shader for the current TEV state auto cached_shader = shader_cache.find(config); if (cached_shader != shader_cache.end()) { current_shader = cached_shader->second.get(); state.draw.shader_program = current_shader->shader.handle; state.Apply(); } else { LOG_DEBUG(Render_OpenGL, "Creating new shader"); shader->shader.Create(GLShader::GenerateVertexShader().c_str(), GLShader::GenerateFragmentShader(config).c_str()); state.draw.shader_program = shader->shader.handle; state.Apply(); // Set the texture samplers to correspond to different texture units glUniform1i(PicaShader::Uniform::Texture0, 0); glUniform1i(PicaShader::Uniform::Texture1, 1); glUniform1i(PicaShader::Uniform::Texture2, 2); current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get(); unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data"); glUniformBlockBinding(current_shader->shader.handle, block_index, 0); } // Update uniforms SyncAlphaTest(); SyncCombinerColor(); auto& tev_stages = Pica::g_state.regs.GetTevStages(); for (int index = 0; index < tev_stages.size(); ++index) SyncTevConstColor(index, tev_stages[index]); } void RasterizerOpenGL::SyncFramebuffer() { const auto& regs = Pica::g_state.regs; PAddr cur_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress(); Pica::Regs::ColorFormat new_fb_color_format = regs.framebuffer.color_format; PAddr cur_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(regs.framebuffer.GetWidth()) || fb_color_texture.height != static_cast(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 = last_fb_color_addr != cur_fb_color_addr || color_fb_prop_changed; bool depth_fb_modified = last_fb_depth_addr != cur_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) { last_fb_color_addr = cur_fb_color_addr; ReloadColorBuffer(); } if (depth_fb_modified) { last_fb_depth_addr = cur_fb_depth_addr; ReloadDepthBuffer(); } } void RasterizerOpenGL::SyncCullMode() { const auto& regs = Pica::g_state.regs; switch (regs.cull_mode) { case Pica::Regs::CullMode::KeepAll: state.cull.enabled = false; break; case Pica::Regs::CullMode::KeepClockWise: state.cull.enabled = true; state.cull.mode = GL_BACK; break; case Pica::Regs::CullMode::KeepCounterClockWise: state.cull.enabled = true; state.cull.mode = GL_FRONT; break; default: LOG_CRITICAL(Render_OpenGL, "Unknown cull mode %d", regs.cull_mode.Value()); UNIMPLEMENTED(); break; } } void RasterizerOpenGL::SyncBlendEnabled() { state.blend.enabled = (Pica::g_state.regs.output_merger.alphablend_enable == 1); } void RasterizerOpenGL::SyncBlendFuncs() { const auto& regs = Pica::g_state.regs; state.blend.src_rgb_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_source_rgb); state.blend.dst_rgb_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_dest_rgb); state.blend.src_a_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_source_a); state.blend.dst_a_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_dest_a); } void RasterizerOpenGL::SyncBlendColor() { auto blend_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.output_merger.blend_const.raw); state.blend.color.red = blend_color[0]; state.blend.color.green = blend_color[1]; state.blend.color.blue = blend_color[2]; state.blend.color.alpha = blend_color[3]; } void RasterizerOpenGL::SyncAlphaTest() { const auto& regs = Pica::g_state.regs; if (regs.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) { uniform_block_data.data.alphatest_ref = regs.output_merger.alpha_test.ref; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncLogicOp() { state.logic_op = PicaToGL::LogicOp(Pica::g_state.regs.output_merger.logic_op); } void RasterizerOpenGL::SyncStencilTest() { const auto& regs = Pica::g_state.regs; state.stencil.test_enabled = regs.output_merger.stencil_test.enable && regs.framebuffer.depth_format == Pica::Regs::DepthFormat::D24S8; state.stencil.test_func = PicaToGL::CompareFunc(regs.output_merger.stencil_test.func); state.stencil.test_ref = regs.output_merger.stencil_test.reference_value; state.stencil.test_mask = regs.output_merger.stencil_test.input_mask; state.stencil.write_mask = regs.output_merger.stencil_test.write_mask; state.stencil.action_stencil_fail = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_stencil_fail); state.stencil.action_depth_fail = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_depth_fail); state.stencil.action_depth_pass = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_depth_pass); } void RasterizerOpenGL::SyncDepthTest() { const auto& regs = Pica::g_state.regs; state.depth.test_enabled = (regs.output_merger.depth_test_enable == 1); state.depth.test_func = PicaToGL::CompareFunc(regs.output_merger.depth_test_func); state.color_mask.red_enabled = regs.output_merger.red_enable; state.color_mask.green_enabled = regs.output_merger.green_enable; state.color_mask.blue_enabled = regs.output_merger.blue_enable; state.color_mask.alpha_enabled = regs.output_merger.alpha_enable; state.depth.write_mask = regs.output_merger.depth_write_enable ? GL_TRUE : GL_FALSE; } void RasterizerOpenGL::SyncCombinerColor() { auto combiner_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.tev_combiner_buffer_color.raw); if (combiner_color != uniform_block_data.data.tev_combiner_buffer_color) { uniform_block_data.data.tev_combiner_buffer_color = combiner_color; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncTevConstColor(int stage_index, const Pica::Regs::TevStageConfig& tev_stage) { auto const_color = PicaToGL::ColorRGBA8(tev_stage.const_color); if (const_color != uniform_block_data.data.const_color[stage_index]) { uniform_block_data.data.const_color[stage_index] = const_color; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncDrawState() { const auto& regs = Pica::g_state.regs; // Sync the viewport GLsizei viewport_width = (GLsizei)Pica::float24::FromRawFloat24(regs.viewport_size_x).ToFloat32() * 2; GLsizei viewport_height = (GLsizei)Pica::float24::FromRawFloat24(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)static_cast(regs.viewport_corner.x), -(GLsizei)static_cast(regs.viewport_corner.y) + regs.framebuffer.GetHeight() - viewport_height, 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(Pica::g_state.regs.framebuffer.GetColorBufferPhysicalAddress()); if (color_buffer == nullptr) return; MICROPROFILE_SCOPE(OpenGL_FramebufferReload); u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format); std::unique_ptr 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 + 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() { PAddr depth_buffer_addr = Pica::g_state.regs.framebuffer.GetDepthBufferPhysicalAddress(); if (depth_buffer_addr == 0) return; // TODO: Appears to work, but double-check endianness of depth values and order of depth-stencil u8* depth_buffer = Memory::GetPhysicalPointer(depth_buffer_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 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 + 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 + 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 (last_fb_color_addr != 0) { u8* color_buffer = Memory::GetPhysicalPointer(last_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 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 + 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 (last_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(last_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 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 + 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 + 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); } } } } } }