// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include #include #include "common/assert.h" #include "common/logging/log.h" #include "common/telemetry.h" #include "core/core.h" #include "core/core_timing.h" #include "core/frontend/emu_window.h" #include "core/frontend/scope_acquire_window_context.h" #include "core/memory.h" #include "core/perf_stats.h" #include "core/settings.h" #include "core/telemetry_session.h" #include "core/tracer/recorder.h" #include "video_core/morton.h" #include "video_core/renderer_opengl/gl_rasterizer.h" #include "video_core/renderer_opengl/renderer_opengl.h" namespace OpenGL { static const char vertex_shader[] = R"( #version 150 core in vec2 vert_position; in vec2 vert_tex_coord; out vec2 frag_tex_coord; // This is a truncated 3x3 matrix for 2D transformations: // The upper-left 2x2 submatrix performs scaling/rotation/mirroring. // The third column performs translation. // The third row could be used for projection, which we don't need in 2D. It hence is assumed to // implicitly be [0, 0, 1] uniform mat3x2 modelview_matrix; 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(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0); frag_tex_coord = vert_tex_coord; } )"; static const char fragment_shader[] = R"( #version 150 core in vec2 frag_tex_coord; out vec4 color; uniform sampler2D color_texture; void main() { // Swap RGBA -> ABGR so we don't have to do this on the CPU. This needs to change if we have to // support more framebuffer pixel formats. color = texture(color_texture, frag_tex_coord); } )"; /** * Vertex structure that the drawn screen rectangles are composed of. */ struct ScreenRectVertex { ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) { position[0] = x; position[1] = y; tex_coord[0] = u; tex_coord[1] = v; } GLfloat position[2]; GLfloat tex_coord[2]; }; /** * 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. */ static std::array MakeOrthographicMatrix(const float width, const 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; } RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& window, Core::System& system) : VideoCore::RendererBase{window}, system{system} {} RendererOpenGL::~RendererOpenGL() = default; /// Swap buffers (render frame) void RendererOpenGL::SwapBuffers( std::optional> framebuffer) { system.GetPerfStats().EndSystemFrame(); // Maintain the rasterizer's state as a priority OpenGLState prev_state = OpenGLState::GetCurState(); state.Apply(); if (framebuffer) { // If framebuffer is provided, reload it from memory to a texture if (screen_info.texture.width != (GLsizei)framebuffer->get().width || screen_info.texture.height != (GLsizei)framebuffer->get().height || screen_info.texture.pixel_format != framebuffer->get().pixel_format) { // 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(screen_info.texture, *framebuffer); } // Load the framebuffer from memory, draw it to the screen, and swap buffers LoadFBToScreenInfo(*framebuffer); if (renderer_settings.screenshot_requested) CaptureScreenshot(); DrawScreen(render_window.GetFramebufferLayout()); render_window.SwapBuffers(); } render_window.PollEvents(); system.FrameLimiter().DoFrameLimiting(system.CoreTiming().GetGlobalTimeUs()); system.GetPerfStats().BeginSystemFrame(); // Restore the rasterizer state prev_state.Apply(); } /** * Loads framebuffer from emulated memory into the active OpenGL texture. */ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) { const u32 bytes_per_pixel{Tegra::FramebufferConfig::BytesPerPixel(framebuffer.pixel_format)}; const u64 size_in_bytes{framebuffer.stride * framebuffer.height * bytes_per_pixel}; const VAddr framebuffer_addr{framebuffer.address + framebuffer.offset}; // Framebuffer orientation handling framebuffer_transform_flags = framebuffer.transform_flags; framebuffer_crop_rect = framebuffer.crop_rect; // Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default // only allows rows to have a memory alignement of 4. ASSERT(framebuffer.stride % 4 == 0); if (!rasterizer->AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride)) { // Reset the screen info's display texture to its own permanent texture screen_info.display_texture = screen_info.texture.resource.handle; rasterizer->FlushRegion(ToCacheAddr(Memory::GetPointer(framebuffer_addr)), size_in_bytes); constexpr u32 linear_bpp = 4; VideoCore::MortonCopyPixels128(VideoCore::MortonSwizzleMode::MortonToLinear, framebuffer.width, framebuffer.height, bytes_per_pixel, linear_bpp, Memory::GetPointer(framebuffer_addr), gl_framebuffer_data.data()); 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(screen_info.texture.resource.handle, 0, 0, 0, framebuffer.width, framebuffer.height, screen_info.texture.gl_format, screen_info.texture.gl_type, gl_framebuffer_data.data()); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } } /** * Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can * be 1x1 but will stretch across whatever it's rendered on. */ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a, const TextureInfo& texture) { const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r}; glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data); } /** * Initializes the OpenGL state and creates persistent objects. */ void RendererOpenGL::InitOpenGLObjects() { glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 0.0f); // Link shaders and get variable locations shader.CreateFromSource(vertex_shader, nullptr, fragment_shader); state.draw.shader_program = shader.handle; state.Apply(); uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix"); uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture"); attrib_position = glGetAttribLocation(shader.handle, "vert_position"); attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord"); // Generate VBO handle for drawing vertex_buffer.Create(); // Generate VAO vertex_array.Create(); state.draw.vertex_array = vertex_array.handle; // Attach vertex data to VAO glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW); glVertexArrayAttribFormat(vertex_array.handle, attrib_position, 2, GL_FLOAT, GL_FALSE, offsetof(ScreenRectVertex, position)); glVertexArrayAttribFormat(vertex_array.handle, attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, offsetof(ScreenRectVertex, tex_coord)); glVertexArrayAttribBinding(vertex_array.handle, attrib_position, 0); glVertexArrayAttribBinding(vertex_array.handle, attrib_tex_coord, 0); glEnableVertexArrayAttrib(vertex_array.handle, attrib_position); glEnableVertexArrayAttrib(vertex_array.handle, attrib_tex_coord); glVertexArrayVertexBuffer(vertex_array.handle, 0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex)); // Allocate textures for the screen screen_info.texture.resource.Create(GL_TEXTURE_2D); const GLuint texture = screen_info.texture.resource.handle; glTextureStorage2D(texture, 1, GL_RGBA8, 1, 1); screen_info.display_texture = screen_info.texture.resource.handle; // Clear screen to black LoadColorToActiveGLTexture(0, 0, 0, 0, screen_info.texture); } void RendererOpenGL::AddTelemetryFields() { const char* const gl_version{reinterpret_cast(glGetString(GL_VERSION))}; const char* const gpu_vendor{reinterpret_cast(glGetString(GL_VENDOR))}; const char* const gpu_model{reinterpret_cast(glGetString(GL_RENDERER))}; LOG_INFO(Render_OpenGL, "GL_VERSION: {}", gl_version); LOG_INFO(Render_OpenGL, "GL_VENDOR: {}", gpu_vendor); LOG_INFO(Render_OpenGL, "GL_RENDERER: {}", gpu_model); auto& telemetry_session = system.TelemetrySession(); telemetry_session.AddField(Telemetry::FieldType::UserSystem, "GPU_Vendor", gpu_vendor); telemetry_session.AddField(Telemetry::FieldType::UserSystem, "GPU_Model", gpu_model); telemetry_session.AddField(Telemetry::FieldType::UserSystem, "GPU_OpenGL_Version", gl_version); } void RendererOpenGL::CreateRasterizer() { if (rasterizer) { return; } // Initialize sRGB Usage OpenGLState::ClearsRGBUsed(); rasterizer = std::make_unique(system, screen_info); } void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, const Tegra::FramebufferConfig& framebuffer) { texture.width = framebuffer.width; texture.height = framebuffer.height; texture.pixel_format = framebuffer.pixel_format; GLint internal_format; switch (framebuffer.pixel_format) { case Tegra::FramebufferConfig::PixelFormat::ABGR8: internal_format = GL_RGBA8; texture.gl_format = GL_RGBA; texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV; gl_framebuffer_data.resize(texture.width * texture.height * 4); break; default: internal_format = GL_RGBA8; texture.gl_format = GL_RGBA; texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV; gl_framebuffer_data.resize(texture.width * texture.height * 4); LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer pixel format: {}", static_cast(framebuffer.pixel_format)); UNREACHABLE(); } texture.resource.Release(); texture.resource.Create(GL_TEXTURE_2D); glTextureStorage2D(texture.resource.handle, 1, internal_format, texture.width, texture.height); } void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h) { const auto& texcoords = screen_info.display_texcoords; auto left = texcoords.left; auto right = texcoords.right; if (framebuffer_transform_flags != Tegra::FramebufferConfig::TransformFlags::Unset) { if (framebuffer_transform_flags == Tegra::FramebufferConfig::TransformFlags::FlipV) { // Flip the framebuffer vertically left = texcoords.right; right = texcoords.left; } else { // Other transformations are unsupported LOG_CRITICAL(Render_OpenGL, "Unsupported framebuffer_transform_flags={}", static_cast(framebuffer_transform_flags)); UNIMPLEMENTED(); } } ASSERT_MSG(framebuffer_crop_rect.top == 0, "Unimplemented"); ASSERT_MSG(framebuffer_crop_rect.left == 0, "Unimplemented"); // Scale the output by the crop width/height. This is commonly used with 1280x720 rendering // (e.g. handheld mode) on a 1920x1080 framebuffer. f32 scale_u = 1.f, scale_v = 1.f; if (framebuffer_crop_rect.GetWidth() > 0) { scale_u = static_cast(framebuffer_crop_rect.GetWidth()) / screen_info.texture.width; } if (framebuffer_crop_rect.GetHeight() > 0) { scale_v = static_cast(framebuffer_crop_rect.GetHeight()) / screen_info.texture.height; } std::array vertices = {{ ScreenRectVertex(x, y, texcoords.top * scale_u, left * scale_v), ScreenRectVertex(x + w, y, texcoords.bottom * scale_u, left * scale_v), ScreenRectVertex(x, y + h, texcoords.top * scale_u, right * scale_v), ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v), }}; state.texture_units[0].texture = screen_info.display_texture; // Workaround brigthness problems in SMO by enabling sRGB in the final output // if it has been used in the frame. Needed because of this bug in QT: QTBUG-50987 state.framebuffer_srgb.enabled = OpenGLState::GetsRGBUsed(); state.Apply(); glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // Restore default state state.framebuffer_srgb.enabled = false; state.texture_units[0].texture = 0; state.Apply(); // Clear sRGB state for the next frame OpenGLState::ClearsRGBUsed(); } /** * Draws the emulated screens to the emulator window. */ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { if (renderer_settings.set_background_color) { // Update background color before drawing glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 0.0f); } const auto& screen = layout.screen; glViewport(0, 0, layout.width, layout.height); glClear(GL_COLOR_BUFFER_BIT); // Set projection matrix std::array ortho_matrix = MakeOrthographicMatrix((float)layout.width, (float)layout.height); glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); // Bind texture in Texture Unit 0 glActiveTexture(GL_TEXTURE0); glUniform1i(uniform_color_texture, 0); DrawScreenTriangles(screen_info, (float)screen.left, (float)screen.top, (float)screen.GetWidth(), (float)screen.GetHeight()); m_current_frame++; } /// Updates the framerate void RendererOpenGL::UpdateFramerate() {} void RendererOpenGL::CaptureScreenshot() { // Draw the current frame to the screenshot framebuffer screenshot_framebuffer.Create(); GLuint old_read_fb = state.draw.read_framebuffer; GLuint old_draw_fb = state.draw.draw_framebuffer; state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle; state.Apply(); Layout::FramebufferLayout layout{renderer_settings.screenshot_framebuffer_layout}; GLuint renderbuffer; glGenRenderbuffers(1, &renderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, state.GetsRGBUsed() ? GL_SRGB8 : GL_RGB8, layout.width, layout.height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer); DrawScreen(layout); glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, renderer_settings.screenshot_bits); screenshot_framebuffer.Release(); state.draw.read_framebuffer = old_read_fb; state.draw.draw_framebuffer = old_draw_fb; state.Apply(); glDeleteRenderbuffers(1, &renderbuffer); renderer_settings.screenshot_complete_callback(); renderer_settings.screenshot_requested = false; } static const char* GetSource(GLenum source) { #define RET(s) \ case GL_DEBUG_SOURCE_##s: \ return #s switch (source) { RET(API); RET(WINDOW_SYSTEM); RET(SHADER_COMPILER); RET(THIRD_PARTY); RET(APPLICATION); RET(OTHER); default: UNREACHABLE(); return "Unknown source"; } #undef RET } static const char* GetType(GLenum type) { #define RET(t) \ case GL_DEBUG_TYPE_##t: \ return #t switch (type) { RET(ERROR); RET(DEPRECATED_BEHAVIOR); RET(UNDEFINED_BEHAVIOR); RET(PORTABILITY); RET(PERFORMANCE); RET(OTHER); RET(MARKER); default: UNREACHABLE(); return "Unknown type"; } #undef RET } static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) { const char format[] = "{} {} {}: {}"; const char* const str_source = GetSource(source); const char* const str_type = GetType(type); switch (severity) { case GL_DEBUG_SEVERITY_HIGH: LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message); break; case GL_DEBUG_SEVERITY_MEDIUM: LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message); break; case GL_DEBUG_SEVERITY_NOTIFICATION: case GL_DEBUG_SEVERITY_LOW: LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message); break; } } /// Initialize the renderer bool RendererOpenGL::Init() { Core::Frontend::ScopeAcquireWindowContext acquire_context{render_window}; if (GLAD_GL_KHR_debug) { glEnable(GL_DEBUG_OUTPUT); glDebugMessageCallback(DebugHandler, nullptr); } AddTelemetryFields(); if (!GLAD_GL_VERSION_4_3) { return false; } InitOpenGLObjects(); CreateRasterizer(); return true; } /// Shutdown the renderer void RendererOpenGL::ShutDown() {} } // namespace OpenGL