// 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 #include "common/assert.h" #include "common/bit_field.h" #include "common/logging/log.h" #include "core/core.h" #include "core/core_timing.h" #include "core/frontend/emu_window.h" #include "core/hw/hw.h" #include "core/hw/lcd.h" #include "core/memory.h" #include "core/settings.h" #include "core/tracer/recorder.h" #include "video_core/renderer_opengl/renderer_opengl.h" #include "video_core/video_core.h" 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).abgr; } )"; /** * 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() = default; RendererOpenGL::~RendererOpenGL() = default; /// Swap buffers (render frame) void RendererOpenGL::SwapBuffers(boost::optional framebuffer_info) { // Maintain the rasterizer's state as a priority OpenGLState prev_state = OpenGLState::GetCurState(); state.Apply(); if (framebuffer_info != boost::none) { // If framebuffer_info is provided, reload it from memory to a texture if (screen_info.texture.width != (GLsizei)framebuffer_info->width || screen_info.texture.height != (GLsizei)framebuffer_info->height || screen_info.texture.pixel_format != framebuffer_info->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_info); } LoadFBToScreenInfo(*framebuffer_info, screen_info); } DrawScreens(); Core::System::GetInstance().perf_stats.EndSystemFrame(); // Swap buffers render_window->PollEvents(); render_window->SwapBuffers(); Core::System::GetInstance().frame_limiter.DoFrameLimiting(CoreTiming::GetGlobalTimeUs()); Core::System::GetInstance().perf_stats.BeginSystemFrame(); prev_state.Apply(); RefreshRasterizerSetting(); } static inline u32 MortonInterleave128(u32 x, u32 y) { // 128x128 Z-Order coordinate from 2D coordinates static constexpr u32 xlut[] = { 0x0000, 0x0001, 0x0002, 0x0003, 0x0008, 0x0009, 0x000a, 0x000b, 0x0040, 0x0041, 0x0042, 0x0043, 0x0048, 0x0049, 0x004a, 0x004b, 0x0800, 0x0801, 0x0802, 0x0803, 0x0808, 0x0809, 0x080a, 0x080b, 0x0840, 0x0841, 0x0842, 0x0843, 0x0848, 0x0849, 0x084a, 0x084b, 0x1000, 0x1001, 0x1002, 0x1003, 0x1008, 0x1009, 0x100a, 0x100b, 0x1040, 0x1041, 0x1042, 0x1043, 0x1048, 0x1049, 0x104a, 0x104b, 0x1800, 0x1801, 0x1802, 0x1803, 0x1808, 0x1809, 0x180a, 0x180b, 0x1840, 0x1841, 0x1842, 0x1843, 0x1848, 0x1849, 0x184a, 0x184b, 0x2000, 0x2001, 0x2002, 0x2003, 0x2008, 0x2009, 0x200a, 0x200b, 0x2040, 0x2041, 0x2042, 0x2043, 0x2048, 0x2049, 0x204a, 0x204b, 0x2800, 0x2801, 0x2802, 0x2803, 0x2808, 0x2809, 0x280a, 0x280b, 0x2840, 0x2841, 0x2842, 0x2843, 0x2848, 0x2849, 0x284a, 0x284b, 0x3000, 0x3001, 0x3002, 0x3003, 0x3008, 0x3009, 0x300a, 0x300b, 0x3040, 0x3041, 0x3042, 0x3043, 0x3048, 0x3049, 0x304a, 0x304b, 0x3800, 0x3801, 0x3802, 0x3803, 0x3808, 0x3809, 0x380a, 0x380b, 0x3840, 0x3841, 0x3842, 0x3843, 0x3848, 0x3849, 0x384a, 0x384b, 0x0000, 0x0001, 0x0002, 0x0003, 0x0008, 0x0009, 0x000a, 0x000b, 0x0040, 0x0041, 0x0042, 0x0043, 0x0048, 0x0049, 0x004a, 0x004b, 0x0800, 0x0801, 0x0802, 0x0803, 0x0808, 0x0809, 0x080a, 0x080b, 0x0840, 0x0841, 0x0842, 0x0843, 0x0848, 0x0849, 0x084a, 0x084b, 0x1000, 0x1001, 0x1002, 0x1003, 0x1008, 0x1009, 0x100a, 0x100b, 0x1040, 0x1041, 0x1042, 0x1043, 0x1048, 0x1049, 0x104a, 0x104b, 0x1800, 0x1801, 0x1802, 0x1803, 0x1808, 0x1809, 0x180a, 0x180b, 0x1840, 0x1841, 0x1842, 0x1843, 0x1848, 0x1849, 0x184a, 0x184b, 0x2000, 0x2001, 0x2002, 0x2003, 0x2008, 0x2009, 0x200a, 0x200b, 0x2040, 0x2041, 0x2042, 0x2043, 0x2048, 0x2049, 0x204a, 0x204b, 0x2800, 0x2801, 0x2802, 0x2803, 0x2808, 0x2809, 0x280a, 0x280b, 0x2840, 0x2841, 0x2842, 0x2843, 0x2848, 0x2849, 0x284a, 0x284b, 0x3000, 0x3001, 0x3002, 0x3003, 0x3008, 0x3009, 0x300a, 0x300b, 0x3040, 0x3041, 0x3042, 0x3043, 0x3048, 0x3049, 0x304a, 0x304b, 0x3800, 0x3801, 0x3802, 0x3803, 0x3808, 0x3809, 0x380a, 0x380b, 0x3840, 0x3841, 0x3842, 0x3843, 0x3848, 0x3849, 0x384a, 0x384b, 0x0000, 0x0001, 0x0002, 0x0003, 0x0008, 0x0009, 0x000a, 0x000b, 0x0040, 0x0041, 0x0042, 0x0043, 0x0048, 0x0049, 0x004a, 0x004b, 0x0800, 0x0801, 0x0802, 0x0803, 0x0808, 0x0809, 0x080a, 0x080b, 0x0840, 0x0841, 0x0842, 0x0843, 0x0848, 0x0849, 0x084a, 0x084b, 0x1000, 0x1001, 0x1002, 0x1003, 0x1008, 0x1009, 0x100a, 0x100b, 0x1040, 0x1041, 0x1042, 0x1043, 0x1048, 0x1049, 0x104a, 0x104b, 0x1800, 0x1801, 0x1802, 0x1803, 0x1808, 0x1809, 0x180a, 0x180b, 0x1840, 0x1841, 0x1842, 0x1843, 0x1848, 0x1849, 0x184a, 0x184b, 0x2000, 0x2001, 0x2002, 0x2003, 0x2008, 0x2009, 0x200a, 0x200b, 0x2040, 0x2041, 0x2042, 0x2043, 0x2048, 0x2049, 0x204a, 0x204b, 0x2800, 0x2801, 0x2802, 0x2803, 0x2808, 0x2809, 0x280a, 0x280b, 0x2840, 0x2841, 0x2842, 0x2843, 0x2848, 0x2849, 0x284a, 0x284b, 0x3000, 0x3001, 0x3002, 0x3003, 0x3008, 0x3009, 0x300a, 0x300b, 0x3040, 0x3041, 0x3042, 0x3043, 0x3048, 0x3049, 0x304a, 0x304b, 0x3800, 0x3801, 0x3802, 0x3803, 0x3808, 0x3809, 0x380a, 0x380b, 0x3840, 0x3841, 0x3842, 0x3843, 0x3848, 0x3849, 0x384a, 0x384b, }; static constexpr u32 ylut[] = { 0x0000, 0x0004, 0x0010, 0x0014, 0x0020, 0x0024, 0x0030, 0x0034, 0x0080, 0x0084, 0x0090, 0x0094, 0x00a0, 0x00a4, 0x00b0, 0x00b4, 0x0100, 0x0104, 0x0110, 0x0114, 0x0120, 0x0124, 0x0130, 0x0134, 0x0180, 0x0184, 0x0190, 0x0194, 0x01a0, 0x01a4, 0x01b0, 0x01b4, 0x0200, 0x0204, 0x0210, 0x0214, 0x0220, 0x0224, 0x0230, 0x0234, 0x0280, 0x0284, 0x0290, 0x0294, 0x02a0, 0x02a4, 0x02b0, 0x02b4, 0x0300, 0x0304, 0x0310, 0x0314, 0x0320, 0x0324, 0x0330, 0x0334, 0x0380, 0x0384, 0x0390, 0x0394, 0x03a0, 0x03a4, 0x03b0, 0x03b4, 0x0400, 0x0404, 0x0410, 0x0414, 0x0420, 0x0424, 0x0430, 0x0434, 0x0480, 0x0484, 0x0490, 0x0494, 0x04a0, 0x04a4, 0x04b0, 0x04b4, 0x0500, 0x0504, 0x0510, 0x0514, 0x0520, 0x0524, 0x0530, 0x0534, 0x0580, 0x0584, 0x0590, 0x0594, 0x05a0, 0x05a4, 0x05b0, 0x05b4, 0x0600, 0x0604, 0x0610, 0x0614, 0x0620, 0x0624, 0x0630, 0x0634, 0x0680, 0x0684, 0x0690, 0x0694, 0x06a0, 0x06a4, 0x06b0, 0x06b4, 0x0700, 0x0704, 0x0710, 0x0714, 0x0720, 0x0724, 0x0730, 0x0734, 0x0780, 0x0784, 0x0790, 0x0794, 0x07a0, 0x07a4, 0x07b0, 0x07b4, 0x0000, 0x0004, 0x0010, 0x0014, 0x0020, 0x0024, 0x0030, 0x0034, 0x0080, 0x0084, 0x0090, 0x0094, 0x00a0, 0x00a4, 0x00b0, 0x00b4, 0x0100, 0x0104, 0x0110, 0x0114, 0x0120, 0x0124, 0x0130, 0x0134, 0x0180, 0x0184, 0x0190, 0x0194, 0x01a0, 0x01a4, 0x01b0, 0x01b4, 0x0200, 0x0204, 0x0210, 0x0214, 0x0220, 0x0224, 0x0230, 0x0234, 0x0280, 0x0284, 0x0290, 0x0294, 0x02a0, 0x02a4, 0x02b0, 0x02b4, 0x0300, 0x0304, 0x0310, 0x0314, 0x0320, 0x0324, 0x0330, 0x0334, 0x0380, 0x0384, 0x0390, 0x0394, 0x03a0, 0x03a4, 0x03b0, 0x03b4, 0x0400, 0x0404, 0x0410, 0x0414, 0x0420, 0x0424, 0x0430, 0x0434, 0x0480, 0x0484, 0x0490, 0x0494, 0x04a0, 0x04a4, 0x04b0, 0x04b4, 0x0500, 0x0504, 0x0510, 0x0514, 0x0520, 0x0524, 0x0530, 0x0534, 0x0580, 0x0584, 0x0590, 0x0594, 0x05a0, 0x05a4, 0x05b0, 0x05b4, 0x0600, 0x0604, 0x0610, 0x0614, 0x0620, 0x0624, 0x0630, 0x0634, 0x0680, 0x0684, 0x0690, 0x0694, 0x06a0, 0x06a4, 0x06b0, 0x06b4, 0x0700, 0x0704, 0x0710, 0x0714, 0x0720, 0x0724, 0x0730, 0x0734, 0x0780, 0x0784, 0x0790, 0x0794, 0x07a0, 0x07a4, 0x07b0, 0x07b4, 0x0000, 0x0004, 0x0010, 0x0014, 0x0020, 0x0024, 0x0030, 0x0034, 0x0080, 0x0084, 0x0090, 0x0094, 0x00a0, 0x00a4, 0x00b0, 0x00b4, 0x0100, 0x0104, 0x0110, 0x0114, 0x0120, 0x0124, 0x0130, 0x0134, 0x0180, 0x0184, 0x0190, 0x0194, 0x01a0, 0x01a4, 0x01b0, 0x01b4, 0x0200, 0x0204, 0x0210, 0x0214, 0x0220, 0x0224, 0x0230, 0x0234, 0x0280, 0x0284, 0x0290, 0x0294, 0x02a0, 0x02a4, 0x02b0, 0x02b4, 0x0300, 0x0304, 0x0310, 0x0314, 0x0320, 0x0324, 0x0330, 0x0334, 0x0380, 0x0384, 0x0390, 0x0394, 0x03a0, 0x03a4, 0x03b0, 0x03b4, 0x0400, 0x0404, 0x0410, 0x0414, 0x0420, 0x0424, 0x0430, 0x0434, 0x0480, 0x0484, 0x0490, 0x0494, 0x04a0, 0x04a4, 0x04b0, 0x04b4, 0x0500, 0x0504, 0x0510, 0x0514, 0x0520, 0x0524, 0x0530, 0x0534, 0x0580, 0x0584, 0x0590, 0x0594, 0x05a0, 0x05a4, 0x05b0, 0x05b4, 0x0600, 0x0604, 0x0610, 0x0614, 0x0620, 0x0624, 0x0630, 0x0634, 0x0680, 0x0684, 0x0690, 0x0694, 0x06a0, 0x06a4, 0x06b0, 0x06b4, 0x0700, 0x0704, 0x0710, 0x0714, 0x0720, 0x0724, 0x0730, 0x0734, 0x0780, 0x0784, 0x0790, 0x0794, 0x07a0, 0x07a4, 0x07b0, 0x07b4, }; return xlut[x % 128] + ylut[y % 128]; } static inline u32 GetMortonOffset128(u32 x, u32 y, u32 bytes_per_pixel) { // Calculates the offset of the position of the pixel in Morton order // Framebuffer images are split into 128x128 tiles. const unsigned int block_height = 128; const unsigned int coarse_x = x & ~127; u32 i = MortonInterleave128(x, y); const unsigned int offset = coarse_x * block_height; return (i + offset) * bytes_per_pixel; } static void MortonCopyPixels128(u32 width, u32 height, u32 bytes_per_pixel, u32 gl_bytes_per_pixel, u8* morton_data, u8* gl_data, bool morton_to_gl) { u8* data_ptrs[2]; for (unsigned y = 0; y < height; ++y) { for (unsigned x = 0; x < width; ++x) { const u32 coarse_y = y & ~127; u32 morton_offset = GetMortonOffset128(x, y, bytes_per_pixel) + coarse_y * width * bytes_per_pixel; u32 gl_pixel_index = (x + (height - 1 - y) * width) * gl_bytes_per_pixel; data_ptrs[morton_to_gl] = morton_data + morton_offset; data_ptrs[!morton_to_gl] = &gl_data[gl_pixel_index]; memcpy(data_ptrs[0], data_ptrs[1], bytes_per_pixel); } } } /** * Loads framebuffer from emulated memory into the active OpenGL texture. */ void RendererOpenGL::LoadFBToScreenInfo(const FramebufferInfo& framebuffer_info, ScreenInfo& screen_info) { const u32 bpp{FramebufferInfo::BytesPerPixel(framebuffer_info.pixel_format)}; const u32 size_in_bytes{framebuffer_info.stride * framebuffer_info.height * bpp}; MortonCopyPixels128(framebuffer_info.width, framebuffer_info.height, bpp, 4, Memory::GetPointer(framebuffer_info.address), gl_framebuffer_data.data(), true); LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%llx(%dx%d), fmt %x", size_in_bytes, framebuffer_info.address, framebuffer_info.width, framebuffer_info.height, (int)framebuffer_info.pixel_format); // Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default // only allows rows to have a memory alignement of 4. ASSERT(framebuffer_info.stride % 4 == 0); // Reset the screen info's display texture to its own permanent texture screen_info.display_texture = screen_info.texture.resource.handle; screen_info.display_texcoords = MathUtil::Rectangle(0.f, 0.f, 1.f, 1.f); Memory::RasterizerFlushRegion(framebuffer_info.address, size_in_bytes); state.texture_units[0].texture_2d = screen_info.texture.resource.handle; state.Apply(); glActiveTexture(GL_TEXTURE0); glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)framebuffer_info.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 Citra here by specifying too large // framebuffer sizes. We should make sure that this cannot happen. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer_info.width, framebuffer_info.height, screen_info.texture.gl_format, screen_info.texture.gl_type, gl_framebuffer_data.data()); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); state.texture_units[0].texture_2d = 0; state.Apply(); } /** * 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) { state.texture_units[0].texture_2d = texture.resource.handle; state.Apply(); glActiveTexture(GL_TEXTURE0); u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r}; // Update existing texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data); state.texture_units[0].texture_2d = 0; state.Apply(); } /** * 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.Create(vertex_shader, 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; state.draw.vertex_buffer = vertex_buffer.handle; state.draw.uniform_buffer = 0; state.Apply(); // Attach vertex data to VAO glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW); glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, position)); glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, tex_coord)); glEnableVertexAttribArray(attrib_position); glEnableVertexAttribArray(attrib_tex_coord); // Allocate textures for the screen screen_info.texture.resource.Create(); // Allocation of storage is deferred until the first frame, when we // know the framebuffer size. state.texture_units[0].texture_2d = screen_info.texture.resource.handle; state.Apply(); glActiveTexture(GL_TEXTURE0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); screen_info.display_texture = screen_info.texture.resource.handle; state.texture_units[0].texture_2d = 0; state.Apply(); // Clear screen to black LoadColorToActiveGLTexture(0, 0, 0, 0, screen_info.texture); } void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, const FramebufferInfo& framebuffer_info) { texture.width = framebuffer_info.width; texture.height = framebuffer_info.height; GLint internal_format; switch (framebuffer_info.pixel_format) { case FramebufferInfo::PixelFormat::ABGR8: // Use RGBA8 and swap in the fragment shader internal_format = GL_RGBA; texture.gl_format = GL_RGBA; texture.gl_type = GL_UNSIGNED_INT_8_8_8_8; gl_framebuffer_data.resize(texture.width * texture.height * 4); break; default: UNIMPLEMENTED(); } state.texture_units[0].texture_2d = texture.resource.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 RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h) { auto& texcoords = screen_info.display_texcoords; std::array vertices = {{ ScreenRectVertex(x, y, texcoords.top, texcoords.right), ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right), ScreenRectVertex(x, y + h, texcoords.top, texcoords.left), ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.left), }}; state.texture_units[0].texture_2d = screen_info.display_texture; state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); state.texture_units[0].texture_2d = 0; state.Apply(); } /** * Draws the emulated screens to the emulator window. */ void RendererOpenGL::DrawScreens() { const auto& layout = render_window->GetFramebufferLayout(); 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); DrawSingleScreen(screen_info, (float)screen.left, (float)screen.top, (float)screen.GetWidth(), (float)screen.GetHeight()); m_current_frame++; } /// Updates the framerate void RendererOpenGL::UpdateFramerate() {} /** * Set the emulator window to use for renderer * @param window EmuWindow handle to emulator window to use for rendering */ void RendererOpenGL::SetWindow(EmuWindow* window) { render_window = window; } 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(); } #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(); } #undef RET } static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) { Log::Level level; switch (severity) { case GL_DEBUG_SEVERITY_HIGH: level = Log::Level::Error; break; case GL_DEBUG_SEVERITY_MEDIUM: level = Log::Level::Warning; break; case GL_DEBUG_SEVERITY_NOTIFICATION: case GL_DEBUG_SEVERITY_LOW: level = Log::Level::Debug; break; } LOG_GENERIC(Log::Class::Render_OpenGL, level, "%s %s %d: %s", GetSource(source), GetType(type), id, message); } /// Initialize the renderer bool RendererOpenGL::Init() { render_window->MakeCurrent(); if (GLAD_GL_KHR_debug) { glEnable(GL_DEBUG_OUTPUT); glDebugMessageCallback(DebugHandler, nullptr); } const char* gl_version{reinterpret_cast(glGetString(GL_VERSION))}; const char* gpu_vendor{reinterpret_cast(glGetString(GL_VENDOR))}; const char* gpu_model{reinterpret_cast(glGetString(GL_RENDERER))}; LOG_INFO(Render_OpenGL, "GL_VERSION: %s", gl_version); LOG_INFO(Render_OpenGL, "GL_VENDOR: %s", gpu_vendor); LOG_INFO(Render_OpenGL, "GL_RENDERER: %s", gpu_model); Core::Telemetry().AddField(Telemetry::FieldType::UserSystem, "GPU_Vendor", gpu_vendor); Core::Telemetry().AddField(Telemetry::FieldType::UserSystem, "GPU_Model", gpu_model); Core::Telemetry().AddField(Telemetry::FieldType::UserSystem, "GPU_OpenGL_Version", gl_version); if (!GLAD_GL_VERSION_3_3) { return false; } InitOpenGLObjects(); RefreshRasterizerSetting(); return true; } /// Shutdown the renderer void RendererOpenGL::ShutDown() {}