// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include #include #include "common/alignment.h" #include "common/assert.h" #include "common/logging/log.h" #include "common/math_util.h" #include "common/microprofile.h" #include "common/scope_exit.h" #include "common/vector_math.h" #include "core/core.h" #include "core/hle/kernel/process.h" #include "core/settings.h" #include "video_core/engines/maxwell_3d.h" #include "video_core/renderer_opengl/gl_rasterizer.h" #include "video_core/renderer_opengl/gl_shader_gen.h" #include "video_core/renderer_opengl/maxwell_to_gl.h" #include "video_core/renderer_opengl/renderer_opengl.h" using Maxwell = Tegra::Engines::Maxwell3D::Regs; using PixelFormat = SurfaceParams::PixelFormat; using SurfaceType = SurfaceParams::SurfaceType; MICROPROFILE_DEFINE(OpenGL_VAO, "OpenGL", "Vertex Array Setup", MP_RGB(128, 128, 192)); MICROPROFILE_DEFINE(OpenGL_VS, "OpenGL", "Vertex Shader Setup", MP_RGB(128, 128, 192)); MICROPROFILE_DEFINE(OpenGL_FS, "OpenGL", "Fragment Shader Setup", MP_RGB(128, 128, 192)); MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192)); MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255)); MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100)); enum class UniformBindings : GLuint { Common, VS, FS }; static void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindings binding, size_t expected_size) { GLuint ub_index = glGetUniformBlockIndex(shader, name); if (ub_index != GL_INVALID_INDEX) { GLint ub_size = 0; glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size); ASSERT_MSG(ub_size == expected_size, "Uniform block size did not match! Got %d, expected %zu", static_cast(ub_size), expected_size); glUniformBlockBinding(shader, ub_index, static_cast(binding)); } } static void SetShaderUniformBlockBindings(GLuint shader) { SetShaderUniformBlockBinding(shader, "shader_data", UniformBindings::Common, sizeof(RasterizerOpenGL::UniformData)); SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS, sizeof(RasterizerOpenGL::VSUniformData)); SetShaderUniformBlockBinding(shader, "fs_config", UniformBindings::FS, sizeof(RasterizerOpenGL::FSUniformData)); } RasterizerOpenGL::RasterizerOpenGL() { shader_dirty = true; has_ARB_buffer_storage = false; has_ARB_direct_state_access = false; has_ARB_separate_shader_objects = false; has_ARB_vertex_attrib_binding = false; GLint ext_num; glGetIntegerv(GL_NUM_EXTENSIONS, &ext_num); for (GLint i = 0; i < ext_num; i++) { std::string extension{reinterpret_cast(glGetStringi(GL_EXTENSIONS, i))}; if (extension == "GL_ARB_buffer_storage") { has_ARB_buffer_storage = true; } else if (extension == "GL_ARB_direct_state_access") { has_ARB_direct_state_access = true; } else if (extension == "GL_ARB_separate_shader_objects") { has_ARB_separate_shader_objects = true; } else if (extension == "GL_ARB_vertex_attrib_binding") { has_ARB_vertex_attrib_binding = true; } } // Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0 state.clip_distance[0] = true; // Generate VBO, VAO and UBO vertex_buffer = OGLStreamBuffer::MakeBuffer(GLAD_GL_ARB_buffer_storage, GL_ARRAY_BUFFER); vertex_buffer->Create(VERTEX_BUFFER_SIZE, VERTEX_BUFFER_SIZE / 2); sw_vao.Create(); uniform_buffer.Create(); state.draw.vertex_array = sw_vao.handle; state.draw.vertex_buffer = vertex_buffer->GetHandle(); state.draw.uniform_buffer = uniform_buffer.handle; state.Apply(); glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), nullptr, GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle); uniform_block_data.dirty = true; // Create render framebuffer framebuffer.Create(); if (has_ARB_separate_shader_objects) { hw_vao.Create(); hw_vao_enabled_attributes.fill(false); stream_buffer = OGLStreamBuffer::MakeBuffer(has_ARB_buffer_storage, GL_ARRAY_BUFFER); stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2); state.draw.vertex_buffer = stream_buffer->GetHandle(); pipeline.Create(); state.draw.program_pipeline = pipeline.handle; state.draw.shader_program = 0; state.draw.vertex_array = hw_vao.handle; state.Apply(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer->GetHandle()); vs_uniform_buffer.Create(); glBindBuffer(GL_UNIFORM_BUFFER, vs_uniform_buffer.handle); glBufferData(GL_UNIFORM_BUFFER, sizeof(VSUniformData), nullptr, GL_STREAM_COPY); glBindBufferBase(GL_UNIFORM_BUFFER, 1, vs_uniform_buffer.handle); } else { UNREACHABLE(); } accelerate_draw = AccelDraw::Disabled; glEnable(GL_BLEND); LOG_CRITICAL(Render_OpenGL, "Sync fixed function OpenGL state here!"); } RasterizerOpenGL::~RasterizerOpenGL() { if (stream_buffer != nullptr) { state.draw.vertex_buffer = stream_buffer->GetHandle(); state.Apply(); stream_buffer->Release(); } } void RasterizerOpenGL::AnalyzeVertexArray(bool is_indexed) { const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; if (is_indexed) { UNREACHABLE(); } // TODO(bunnei): Add support for 1+ vertex arrays vs_input_size = regs.vertex_buffer.count * regs.vertex_array[0].stride; } void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) { MICROPROFILE_SCOPE(OpenGL_VAO); const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager; state.draw.vertex_array = hw_vao.handle; state.draw.vertex_buffer = stream_buffer->GetHandle(); state.Apply(); // TODO(bunnei): Add support for 1+ vertex arrays const auto& vertex_array{regs.vertex_array[0]}; ASSERT_MSG(vertex_array.enable, "vertex array 0 is disabled?"); ASSERT_MSG(!vertex_array.divisor, "vertex array 0 divisor is unimplemented!"); for (unsigned index = 1; index < Maxwell::NumVertexArrays; ++index) { ASSERT_MSG(!regs.vertex_array[index].enable, "vertex array %d is unimplemented!", index); } // Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL. // Enables the first 16 vertex attributes always, as we don't know which ones are actually used // until shader time. Note, Tegra technically supports 32, but we're cappinig this to 16 for now // to avoid OpenGL errors. for (unsigned index = 0; index < 16; ++index) { auto& attrib = regs.vertex_attrib_format[index]; glVertexAttribPointer(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib), GL_FALSE, vertex_array.stride, reinterpret_cast(buffer_offset + attrib.offset)); glEnableVertexAttribArray(index); hw_vao_enabled_attributes[index] = true; } // Copy vertex array data const u32 data_size{vertex_array.stride * regs.vertex_buffer.count}; const VAddr data_addr{memory_manager->PhysicalToVirtualAddress(vertex_array.StartAddress())}; res_cache.FlushRegion(data_addr, data_size, nullptr); std::memcpy(array_ptr, Memory::GetPointer(data_addr), data_size); array_ptr += data_size; buffer_offset += data_size; } void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) { MICROPROFILE_SCOPE(OpenGL_VS); LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader."); glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_shader->shader.handle); } void RasterizerOpenGL::SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset) { MICROPROFILE_SCOPE(OpenGL_FS); UNREACHABLE(); } bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) { if (!has_ARB_separate_shader_objects) { UNREACHABLE(); return false; } accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays; DrawArrays(); return true; } void RasterizerOpenGL::DrawArrays() { if (accelerate_draw == AccelDraw::Disabled) return; MICROPROFILE_SCOPE(OpenGL_Drawing); const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; // TODO(bunnei): Implement these const bool has_stencil = false; const bool using_color_fb = true; const bool using_depth_fb = false; MathUtil::Rectangle viewport_rect_unscaled{ static_cast(regs.viewport[0].x), // left static_cast(regs.viewport[0].y + regs.viewport[0].height), // top static_cast(regs.viewport[0].x + regs.viewport[0].width), // right static_cast(regs.viewport[0].y) // bottom }; const bool write_color_fb = state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE || state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE; const bool write_depth_fb = (state.depth.test_enabled && state.depth.write_mask == GL_TRUE) || (has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0); Surface color_surface; Surface depth_surface; MathUtil::Rectangle surfaces_rect; std::tie(color_surface, depth_surface, surfaces_rect) = res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, viewport_rect_unscaled); const u16 res_scale = color_surface != nullptr ? color_surface->res_scale : (depth_surface == nullptr ? 1u : depth_surface->res_scale); MathUtil::Rectangle draw_rect{ static_cast(MathUtil::Clamp(static_cast(surfaces_rect.left) + viewport_rect_unscaled.left * res_scale, surfaces_rect.left, surfaces_rect.right)), // Left static_cast(MathUtil::Clamp(static_cast(surfaces_rect.bottom) + viewport_rect_unscaled.top * res_scale, surfaces_rect.bottom, surfaces_rect.top)), // Top static_cast(MathUtil::Clamp(static_cast(surfaces_rect.left) + viewport_rect_unscaled.right * res_scale, surfaces_rect.left, surfaces_rect.right)), // Right static_cast(MathUtil::Clamp(static_cast(surfaces_rect.bottom) + viewport_rect_unscaled.bottom * res_scale, surfaces_rect.bottom, surfaces_rect.top))}; // Bottom // Bind the framebuffer surfaces 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); if (depth_surface != nullptr) { if (has_stencil) { // attach both depth and stencil glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depth_surface->texture.handle, 0); } else { // attach depth glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_surface->texture.handle, 0); // clear stencil attachment glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); } } else { // clear both depth and stencil attachment glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); } // Sync the viewport state.viewport.x = static_cast(surfaces_rect.left) + viewport_rect_unscaled.left * res_scale; state.viewport.y = static_cast(surfaces_rect.bottom) + viewport_rect_unscaled.bottom * res_scale; state.viewport.width = static_cast(viewport_rect_unscaled.GetWidth() * res_scale); state.viewport.height = static_cast(viewport_rect_unscaled.GetHeight() * res_scale); // TODO(bunnei): Sync framebuffer_scale uniform here // TODO(bunnei): Sync scissorbox uniform(s) here // TODO(bunnei): Sync and bind the texture surfaces // Sync and bind the shader if (shader_dirty) { SetShader(); shader_dirty = false; } // Sync the uniform data if (uniform_block_data.dirty) { glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformData), &uniform_block_data.data); uniform_block_data.dirty = false; } // Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable // scissor test to prevent drawing outside of the framebuffer region state.scissor.enabled = true; state.scissor.x = draw_rect.left; state.scissor.y = draw_rect.bottom; state.scissor.width = draw_rect.GetWidth(); state.scissor.height = draw_rect.GetHeight(); state.Apply(); // Draw the vertex batch GLenum primitive_mode; switch (regs.draw.topology) { case Maxwell::PrimitiveTopology::TriangleStrip: primitive_mode = GL_TRIANGLE_STRIP; break; default: UNREACHABLE(); } const bool is_indexed = accelerate_draw == AccelDraw::Indexed; AnalyzeVertexArray(is_indexed); state.draw.vertex_buffer = stream_buffer->GetHandle(); state.Apply(); size_t buffer_size = static_cast(vs_input_size); if (is_indexed) { UNREACHABLE(); } buffer_size += sizeof(VSUniformData); size_t ptr_pos = 0; u8* buffer_ptr; GLintptr buffer_offset; std::tie(buffer_ptr, buffer_offset) = stream_buffer->Map(static_cast(buffer_size), 4); SetupVertexArray(buffer_ptr, buffer_offset); ptr_pos += vs_input_size; GLintptr index_buffer_offset = 0; if (is_indexed) { UNREACHABLE(); } SetupVertexShader(reinterpret_cast(&buffer_ptr[ptr_pos]), buffer_offset + static_cast(ptr_pos)); const GLintptr vs_ubo_offset = buffer_offset + static_cast(ptr_pos); ptr_pos += sizeof(VSUniformData); stream_buffer->Unmap(); const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) { if (has_ARB_direct_state_access) { glCopyNamedBufferSubData(stream_buffer->GetHandle(), handle, offset, 0, size); } else { glBindBuffer(GL_COPY_WRITE_BUFFER, handle); glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, offset, 0, size); } }; copy_buffer(vs_uniform_buffer.handle, vs_ubo_offset, sizeof(VSUniformData)); glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current_shader->shader.handle); if (is_indexed) { UNREACHABLE(); } else { glDrawArrays(primitive_mode, 0, regs.vertex_buffer.count); } // Disable scissor test state.scissor.enabled = false; accelerate_draw = AccelDraw::Disabled; // Unbind textures for potential future use as framebuffer attachments for (auto& texture_unit : state.texture_units) { texture_unit.texture_2d = 0; } state.Apply(); // Mark framebuffer surfaces as dirty MathUtil::Rectangle draw_rect_unscaled{ draw_rect.left / res_scale, draw_rect.top / res_scale, draw_rect.right / res_scale, draw_rect.bottom / res_scale}; if (color_surface != nullptr && write_color_fb) { auto interval = color_surface->GetSubRectInterval(draw_rect_unscaled); res_cache.InvalidateRegion(boost::icl::first(interval), boost::icl::length(interval), color_surface); } if (depth_surface != nullptr && write_depth_fb) { auto interval = depth_surface->GetSubRectInterval(draw_rect_unscaled); res_cache.InvalidateRegion(boost::icl::first(interval), boost::icl::length(interval), depth_surface); } } void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 id) {} void RasterizerOpenGL::FlushAll() { MICROPROFILE_SCOPE(OpenGL_CacheManagement); res_cache.FlushAll(); } void RasterizerOpenGL::FlushRegion(VAddr addr, u64 size) { MICROPROFILE_SCOPE(OpenGL_CacheManagement); res_cache.FlushRegion(addr, size); } void RasterizerOpenGL::InvalidateRegion(VAddr addr, u64 size) { MICROPROFILE_SCOPE(OpenGL_CacheManagement); res_cache.InvalidateRegion(addr, size, nullptr); } void RasterizerOpenGL::FlushAndInvalidateRegion(VAddr addr, u64 size) { MICROPROFILE_SCOPE(OpenGL_CacheManagement); res_cache.FlushRegion(addr, size); res_cache.InvalidateRegion(addr, size, nullptr); } bool RasterizerOpenGL::AccelerateDisplayTransfer(const void* config) { MICROPROFILE_SCOPE(OpenGL_Blits); UNREACHABLE(); return true; } bool RasterizerOpenGL::AccelerateTextureCopy(const void* config) { UNREACHABLE(); return true; } bool RasterizerOpenGL::AccelerateFill(const void* config) { UNREACHABLE(); return true; } bool RasterizerOpenGL::AccelerateDisplay(const Tegra::FramebufferConfig& framebuffer, VAddr framebuffer_addr, u32 pixel_stride, ScreenInfo& screen_info) { if (framebuffer_addr == 0) { return false; } MICROPROFILE_SCOPE(OpenGL_CacheManagement); SurfaceParams src_params; src_params.addr = framebuffer_addr; src_params.width = std::min(framebuffer.width, pixel_stride); src_params.height = framebuffer.height; src_params.stride = pixel_stride; src_params.is_tiled = false; src_params.pixel_format = SurfaceParams::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format); src_params.UpdateParams(); MathUtil::Rectangle src_rect; Surface src_surface; std::tie(src_surface, src_rect) = res_cache.GetSurfaceSubRect(src_params, ScaleMatch::Ignore, true); 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)src_rect.bottom / (float)scaled_height, (float)src_rect.left / (float)scaled_width, (float)src_rect.top / (float)scaled_height, (float)src_rect.right / (float)scaled_width); screen_info.display_texture = src_surface->texture.handle; return true; } void RasterizerOpenGL::SetShader() { // TODO(bunnei): The below sets up a static test shader for passing untransformed vertices to // OpenGL for rendering. This should be removed/replaced when we start emulating Maxwell // shaders. static constexpr char vertex_shader[] = R"( #version 150 core in vec2 vert_position; in vec2 vert_tex_coord; out vec2 frag_tex_coord; void main() { // Multiply input position by the rotscale part of the matrix and then manually translate by // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector // to `vec3(vert_position.xy, 1.0)` gl_Position = vec4(mat2(mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)) * vert_position + mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)[2], 0.0, 1.0); frag_tex_coord = vert_tex_coord; } )"; static constexpr char fragment_shader[] = R"( #version 150 core in vec2 frag_tex_coord; out vec4 color; uniform sampler2D color_texture; void main() { color = vec4(1.0, 0.0, 1.0, 0.0); } )"; if (current_shader) { return; } LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader."); current_shader = &test_shader; if (has_ARB_separate_shader_objects) { test_shader.shader.Create(vertex_shader, nullptr, fragment_shader, {}, true); glActiveShaderProgram(pipeline.handle, test_shader.shader.handle); } else { UNREACHABLE(); } state.draw.shader_program = test_shader.shader.handle; state.Apply(); if (has_ARB_separate_shader_objects) { state.draw.shader_program = 0; state.Apply(); } } void RasterizerOpenGL::SyncClipEnabled() { UNREACHABLE(); } void RasterizerOpenGL::SyncClipCoef() { UNREACHABLE(); } void RasterizerOpenGL::SyncCullMode() { UNREACHABLE(); } void RasterizerOpenGL::SyncDepthScale() { UNREACHABLE(); } void RasterizerOpenGL::SyncDepthOffset() { UNREACHABLE(); } void RasterizerOpenGL::SyncBlendEnabled() { UNREACHABLE(); } void RasterizerOpenGL::SyncBlendFuncs() { UNREACHABLE(); } void RasterizerOpenGL::SyncBlendColor() { UNREACHABLE(); }