// 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/logging/log.h" #include "common/microprofile.h" #include "common/telemetry.h" #include "core/core.h" #include "core/core_timing.h" #include "core/frontend/emu_window.h" #include "core/memory.h" #include "core/perf_stats.h" #include "core/settings.h" #include "core/telemetry_session.h" #include "video_core/host_shaders/opengl_present_frag.h" #include "video_core/host_shaders/opengl_present_vert.h" #include "video_core/renderer_opengl/gl_rasterizer.h" #include "video_core/renderer_opengl/gl_shader_manager.h" #include "video_core/renderer_opengl/renderer_opengl.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; } const char* GetSource(GLenum source) { switch (source) { case GL_DEBUG_SOURCE_API: return "API"; case GL_DEBUG_SOURCE_WINDOW_SYSTEM: return "WINDOW_SYSTEM"; case GL_DEBUG_SOURCE_SHADER_COMPILER: return "SHADER_COMPILER"; case GL_DEBUG_SOURCE_THIRD_PARTY: return "THIRD_PARTY"; case GL_DEBUG_SOURCE_APPLICATION: return "APPLICATION"; case GL_DEBUG_SOURCE_OTHER: return "OTHER"; default: UNREACHABLE(); return "Unknown source"; } } const char* GetType(GLenum type) { switch (type) { case GL_DEBUG_TYPE_ERROR: return "ERROR"; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: return "DEPRECATED_BEHAVIOR"; case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: return "UNDEFINED_BEHAVIOR"; case GL_DEBUG_TYPE_PORTABILITY: return "PORTABILITY"; case GL_DEBUG_TYPE_PERFORMANCE: return "PERFORMANCE"; case GL_DEBUG_TYPE_OTHER: return "OTHER"; case GL_DEBUG_TYPE_MARKER: return "MARKER"; default: UNREACHABLE(); return "Unknown type"; } } 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; } } } // Anonymous namespace RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_, Core::Frontend::EmuWindow& emu_window_, Core::Memory::Memory& cpu_memory_, Tegra::GPU& gpu_, std::unique_ptr context_) : RendererBase{emu_window_, std::move(context_)}, telemetry_session{telemetry_session_}, emu_window{emu_window_}, cpu_memory{cpu_memory_}, gpu{gpu_}, state_tracker{gpu}, program_manager{device}, rasterizer(emu_window, gpu, cpu_memory, device, screen_info, program_manager, state_tracker) { if (Settings::values.renderer_debug && GLAD_GL_KHR_debug) { glEnable(GL_DEBUG_OUTPUT); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); glDebugMessageCallback(DebugHandler, nullptr); } AddTelemetryFields(); InitOpenGLObjects(); } RendererOpenGL::~RendererOpenGL() = default; void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) { if (!framebuffer) { return; } PrepareRendertarget(framebuffer); RenderScreenshot(); state_tracker.BindFramebuffer(0); DrawScreen(emu_window.GetFramebufferLayout()); ++m_current_frame; rasterizer.TickFrame(); context->SwapBuffers(); render_window.OnFrameDisplayed(); } void RendererOpenGL::PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer) { if (!framebuffer) { return; } // If framebuffer is provided, reload it from memory to a texture if (screen_info.texture.width != static_cast(framebuffer->width) || screen_info.texture.height != static_cast(framebuffer->height) || screen_info.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(screen_info.texture, *framebuffer); } // Load the framebuffer from memory, draw it to the screen, and swap buffers LoadFBToScreenInfo(*framebuffer); } void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) { // Framebuffer orientation handling framebuffer_transform_flags = framebuffer.transform_flags; framebuffer_crop_rect = framebuffer.crop_rect; const VAddr framebuffer_addr{framebuffer.address + framebuffer.offset}; if (rasterizer.AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride)) { return; } // Reset the screen info's display texture to its own permanent texture screen_info.display_texture = screen_info.texture.resource.handle; // 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{cpu_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(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); } 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); } void RendererOpenGL::InitOpenGLObjects() { glClearColor(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(), Settings::values.bg_blue.GetValue(), 0.0f); // Create shader programs OGLShader vertex_shader; vertex_shader.Create(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER); OGLShader fragment_shader; fragment_shader.Create(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER); vertex_program.Create(true, false, vertex_shader.handle); fragment_program.Create(true, false, fragment_shader.handle); pipeline.Create(); glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, vertex_program.handle); glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, fragment_program.handle); // Generate presentation sampler present_sampler.Create(); glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // 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 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); // Enable seamless cubemaps when per texture parameters are not available if (!GLAD_GL_ARB_seamless_cubemap_per_texture && !GLAD_GL_AMD_seamless_cubemap_per_texture) { glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); } // 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); } } 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); constexpr auto user_system = Common::Telemetry::FieldType::UserSystem; telemetry_session.AddField(user_system, "GPU_Vendor", std::string(gpu_vendor)); telemetry_session.AddField(user_system, "GPU_Model", std::string(gpu_model)); telemetry_session.AddField(user_system, "GPU_OpenGL_Version", std::string(gl_version)); } void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, const Tegra::FramebufferConfig& framebuffer) { texture.width = framebuffer.width; texture.height = framebuffer.height; 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(texture.width * texture.height * bytes_per_pixel); GLint internal_format; switch (framebuffer.pixel_format) { case Tegra::FramebufferConfig::PixelFormat::A8B8G8R8_UNORM: internal_format = GL_RGBA8; texture.gl_format = GL_RGBA; texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV; break; case Tegra::FramebufferConfig::PixelFormat::RGB565_UNORM: internal_format = GL_RGB565; texture.gl_format = GL_RGB; texture.gl_type = GL_UNSIGNED_SHORT_5_6_5; break; default: internal_format = GL_RGBA8; texture.gl_format = GL_RGBA; texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV; // UNIMPLEMENTED_MSG("Unknown framebuffer pixel format: {}", // static_cast(framebuffer.pixel_format)); } texture.resource.Release(); texture.resource.Create(GL_TEXTURE_2D); glTextureStorage2D(texture.resource.handle, 1, internal_format, texture.width, texture.height); } void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { if (renderer_settings.set_background_color) { // Update background color before drawing glClearColor(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(), Settings::values.bg_blue.GetValue(), 0.0f); } // Set projection matrix const std::array ortho_matrix = MakeOrthographicMatrix(static_cast(layout.width), static_cast(layout.height)); glProgramUniformMatrix3x2fv(vertex_program.handle, ModelViewMatrixLocation, 1, GL_FALSE, std::data(ortho_matrix)); 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={}", 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()) / static_cast(screen_info.texture.width); } if (framebuffer_crop_rect.GetHeight() > 0) { scale_v = static_cast(framebuffer_crop_rect.GetHeight()) / static_cast(screen_info.texture.height); } const auto& screen = layout.screen; const std::array vertices = { ScreenRectVertex(screen.left, screen.top, texcoords.top * scale_u, left * scale_v), ScreenRectVertex(screen.right, screen.top, texcoords.bottom * scale_u, left * scale_v), ScreenRectVertex(screen.left, screen.bottom, texcoords.top * scale_u, right * scale_v), ScreenRectVertex(screen.right, screen.bottom, texcoords.bottom * scale_u, right * scale_v), }; glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices)); // 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(); program_manager.BindHostPipeline(pipeline.handle); state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE); glEnable(GL_CULL_FACE); if (screen_info.display_srgb) { glEnable(GL_FRAMEBUFFER_SRGB); } else { glDisable(GL_FRAMEBUFFER_SRGB); } 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); glDisablei(GL_SCISSOR_TEST, 0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glCullFace(GL_BACK); glFrontFace(GL_CW); glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glViewportIndexedf(0, 0.0f, 0.0f, static_cast(layout.width), static_cast(layout.height)); glDepthRangeIndexed(0, 0.0, 0.0); 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)); } glBindTextureUnit(0, screen_info.display_texture); glBindSampler(0, present_sampler.handle); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); program_manager.RestoreGuestPipeline(); } void RendererOpenGL::RenderScreenshot() { if (!renderer_settings.screenshot_requested) { return; } GLint old_read_fb; GLint old_draw_fb; glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb); glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb); // Draw the current frame to the screenshot framebuffer screenshot_framebuffer.Create(); glBindFramebuffer(GL_FRAMEBUFFER, screenshot_framebuffer.handle); const Layout::FramebufferLayout layout{renderer_settings.screenshot_framebuffer_layout}; GLuint renderbuffer; glGenRenderbuffers(1, &renderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, screen_info.display_srgb ? GL_SRGB8 : GL_RGB8, layout.width, layout.height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer); DrawScreen(layout); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); glPixelStorei(GL_PACK_ROW_LENGTH, 0); glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, renderer_settings.screenshot_bits); screenshot_framebuffer.Release(); glDeleteRenderbuffers(1, &renderbuffer); glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb); renderer_settings.screenshot_complete_callback(); renderer_settings.screenshot_requested = false; } } // namespace OpenGL