diff options
author | tfarley <tfarleygithub@gmail.com> | 2015-05-19 06:21:33 +0200 |
---|---|---|
committer | tfarley <tfarleygithub@gmail.com> | 2015-05-23 00:51:18 +0200 |
commit | 05dc633a8c35221ce8d6abe6ddf027f8b0bab6c2 (patch) | |
tree | d080c1efd3b928bda551cb9eee304547e66a4351 /src/video_core/renderer_opengl/gl_rasterizer.cpp | |
parent | INI hw/sw renderer toggle (diff) | |
download | yuzu-05dc633a8c35221ce8d6abe6ddf027f8b0bab6c2.tar yuzu-05dc633a8c35221ce8d6abe6ddf027f8b0bab6c2.tar.gz yuzu-05dc633a8c35221ce8d6abe6ddf027f8b0bab6c2.tar.bz2 yuzu-05dc633a8c35221ce8d6abe6ddf027f8b0bab6c2.tar.lz yuzu-05dc633a8c35221ce8d6abe6ddf027f8b0bab6c2.tar.xz yuzu-05dc633a8c35221ce8d6abe6ddf027f8b0bab6c2.tar.zst yuzu-05dc633a8c35221ce8d6abe6ddf027f8b0bab6c2.zip |
Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 879 |
1 files changed, 879 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp new file mode 100644 index 000000000..e44375547 --- /dev/null +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -0,0 +1,879 @@ +// Copyright 2015 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#include "core/settings.h" +#include "core/hw/gpu.h" + +#include "video_core/color.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_shaders.h" +#include "video_core/renderer_opengl/gl_shader_util.h" +#include "video_core/renderer_opengl/pica_to_gl.h" + +#include "generated/gl_3_2_core.h" + +#include <memory> + +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 the hardware shader program and get attrib/uniform locations + shader.Create(GLShaders::g_vertex_shader_hw, GLShaders::g_fragment_shader_hw); + attrib_position = glGetAttribLocation(shader.handle, "vert_position"); + attrib_color = glGetAttribLocation(shader.handle, "vert_color"); + attrib_texcoords = glGetAttribLocation(shader.handle, "vert_texcoords"); + + uniform_alphatest_enabled = glGetUniformLocation(shader.handle, "alphatest_enabled"); + uniform_alphatest_func = glGetUniformLocation(shader.handle, "alphatest_func"); + uniform_alphatest_ref = glGetUniformLocation(shader.handle, "alphatest_ref"); + + uniform_tex = glGetUniformLocation(shader.handle, "tex"); + + uniform_tev_combiner_buffer_color = glGetUniformLocation(shader.handle, "tev_combiner_buffer_color"); + + const auto tev_stages = Pica::registers.GetTevStages(); + for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); ++tev_stage_index) { + auto& uniform_tev_cfg = uniform_tev_cfgs[tev_stage_index]; + + std::string tev_ref_str = "tev_cfgs[" + std::to_string(tev_stage_index) + "]"; + uniform_tev_cfg.enabled = glGetUniformLocation(shader.handle, (tev_ref_str + ".enabled").c_str()); + uniform_tev_cfg.color_sources = glGetUniformLocation(shader.handle, (tev_ref_str + ".color_sources").c_str()); + uniform_tev_cfg.alpha_sources = glGetUniformLocation(shader.handle, (tev_ref_str + ".alpha_sources").c_str()); + uniform_tev_cfg.color_modifiers = glGetUniformLocation(shader.handle, (tev_ref_str + ".color_modifiers").c_str()); + uniform_tev_cfg.alpha_modifiers = glGetUniformLocation(shader.handle, (tev_ref_str + ".alpha_modifiers").c_str()); + uniform_tev_cfg.color_alpha_op = glGetUniformLocation(shader.handle, (tev_ref_str + ".color_alpha_op").c_str()); + uniform_tev_cfg.color_alpha_multiplier = glGetUniformLocation(shader.handle, (tev_ref_str + ".color_alpha_multiplier").c_str()); + uniform_tev_cfg.const_color = glGetUniformLocation(shader.handle, (tev_ref_str + ".const_color").c_str()); + uniform_tev_cfg.updates_combiner_buffer_color_alpha = glGetUniformLocation(shader.handle, (tev_ref_str + ".updates_combiner_buffer_color_alpha").c_str()); + } + + // Generate VBO and VAO + vertex_buffer.Create(); + vertex_array.Create(); + + // Update OpenGL state + state.draw.vertex_array = vertex_array.handle; + state.draw.vertex_buffer = vertex_buffer.handle; + state.draw.shader_program = shader.handle; + + state.Apply(); + + // Set the texture samplers to correspond to different texture units + glUniform1i(uniform_tex, 0); + glUniform1i(uniform_tex + 1, 1); + glUniform1i(uniform_tex + 2, 2); + + // Set vertex attributes + glVertexAttribPointer(attrib_position, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position)); + glVertexAttribPointer(attrib_color, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, color)); + glVertexAttribPointer(attrib_texcoords, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0)); + glVertexAttribPointer(attrib_texcoords + 1, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord1)); + glVertexAttribPointer(attrib_texcoords + 2, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord2)); + glEnableVertexAttribArray(attrib_position); + glEnableVertexAttribArray(attrib_color); + glEnableVertexAttribArray(attrib_texcoords); + glEnableVertexAttribArray(attrib_texcoords + 1); + glEnableVertexAttribArray(attrib_texcoords + 2); + + // 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); + 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); + + fb_depth_texture.texture.Create(); + ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1); + 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); + + // Configure OpenGL framebuffer + framebuffer.Create(); + + state.draw.framebuffer = framebuffer.handle; + + // Unbind texture to allow binding to framebuffer + state.texture_units[0].enabled_2d = true; + state.texture_units[0].texture_2d = 0; + 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(); + SyncAlphaTest(); + SyncStencilTest(); + SyncDepthTest(); + + // TEV stage 0 + SyncTevSources(0, Pica::registers.tev_stage0); + SyncTevModifiers(0, Pica::registers.tev_stage0); + SyncTevOps(0, Pica::registers.tev_stage0); + SyncTevColor(0, Pica::registers.tev_stage0); + SyncTevMultipliers(0, Pica::registers.tev_stage0); + + // TEV stage 1 + SyncTevSources(1, Pica::registers.tev_stage1); + SyncTevModifiers(1, Pica::registers.tev_stage1); + SyncTevOps(1, Pica::registers.tev_stage1); + SyncTevColor(1, Pica::registers.tev_stage1); + SyncTevMultipliers(1, Pica::registers.tev_stage1); + + // TEV stage 2 + SyncTevSources(2, Pica::registers.tev_stage2); + SyncTevModifiers(2, Pica::registers.tev_stage2); + SyncTevOps(2, Pica::registers.tev_stage2); + SyncTevColor(2, Pica::registers.tev_stage2); + SyncTevMultipliers(2, Pica::registers.tev_stage2); + + // TEV stage 3 + SyncTevSources(3, Pica::registers.tev_stage3); + SyncTevModifiers(3, Pica::registers.tev_stage3); + SyncTevOps(3, Pica::registers.tev_stage3); + SyncTevColor(3, Pica::registers.tev_stage3); + SyncTevMultipliers(3, Pica::registers.tev_stage3); + + // TEV stage 4 + SyncTevSources(4, Pica::registers.tev_stage4); + SyncTevModifiers(4, Pica::registers.tev_stage4); + SyncTevOps(4, Pica::registers.tev_stage4); + SyncTevColor(4, Pica::registers.tev_stage4); + SyncTevMultipliers(4, Pica::registers.tev_stage4); + + // TEV stage 5 + SyncTevSources(5, Pica::registers.tev_stage5); + SyncTevModifiers(5, Pica::registers.tev_stage5); + SyncTevOps(5, Pica::registers.tev_stage5); + SyncTevColor(5, Pica::registers.tev_stage5); + SyncTevMultipliers(5, Pica::registers.tev_stage5); + + SyncCombinerColor(); + SyncCombinerWriteFlags(); + + res_cache.FullFlush(); +} + +void RasterizerOpenGL::AddTriangle(const Pica::VertexShader::OutputVertex& v0, + const Pica::VertexShader::OutputVertex& v1, + const Pica::VertexShader::OutputVertex& v2) { + vertex_batch.push_back(HardwareVertex(v0)); + vertex_batch.push_back(HardwareVertex(v1)); + vertex_batch.push_back(HardwareVertex(v2)); +} + +void RasterizerOpenGL::DrawTriangles() { + SyncFramebuffer(); + SyncDrawState(); + + 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(); + + // TODO: Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture +} + +void RasterizerOpenGL::CommitFramebuffer() { + CommitColorBuffer(); + CommitDepthBuffer(); +} + +void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { + 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(); + break; + + // Stencil test + case PICA_REG_INDEX(output_merger.stencil_test): + SyncStencilTest(); + break; + + // Depth test + case PICA_REG_INDEX(output_merger.depth_test_enable): + SyncDepthTest(); + break; + + // TEV stage 0 + case PICA_REG_INDEX(tev_stage0.color_source1): + SyncTevSources(0, Pica::registers.tev_stage0); + break; + case PICA_REG_INDEX(tev_stage0.color_modifier1): + SyncTevModifiers(0, Pica::registers.tev_stage0); + break; + case PICA_REG_INDEX(tev_stage0.color_op): + SyncTevOps(0, Pica::registers.tev_stage0); + break; + case PICA_REG_INDEX(tev_stage0.const_r): + SyncTevColor(0, Pica::registers.tev_stage0); + break; + case PICA_REG_INDEX(tev_stage0.color_scale): + SyncTevMultipliers(0, Pica::registers.tev_stage0); + break; + + // TEV stage 1 + case PICA_REG_INDEX(tev_stage1.color_source1): + SyncTevSources(1, Pica::registers.tev_stage1); + break; + case PICA_REG_INDEX(tev_stage1.color_modifier1): + SyncTevModifiers(1, Pica::registers.tev_stage1); + break; + case PICA_REG_INDEX(tev_stage1.color_op): + SyncTevOps(1, Pica::registers.tev_stage1); + break; + case PICA_REG_INDEX(tev_stage1.const_r): + SyncTevColor(1, Pica::registers.tev_stage1); + break; + case PICA_REG_INDEX(tev_stage1.color_scale): + SyncTevMultipliers(1, Pica::registers.tev_stage1); + break; + + // TEV stage 2 + case PICA_REG_INDEX(tev_stage2.color_source1): + SyncTevSources(2, Pica::registers.tev_stage2); + break; + case PICA_REG_INDEX(tev_stage2.color_modifier1): + SyncTevModifiers(2, Pica::registers.tev_stage2); + break; + case PICA_REG_INDEX(tev_stage2.color_op): + SyncTevOps(2, Pica::registers.tev_stage2); + break; + case PICA_REG_INDEX(tev_stage2.const_r): + SyncTevColor(2, Pica::registers.tev_stage2); + break; + case PICA_REG_INDEX(tev_stage2.color_scale): + SyncTevMultipliers(2, Pica::registers.tev_stage2); + break; + + // TEV stage 3 + case PICA_REG_INDEX(tev_stage3.color_source1): + SyncTevSources(3, Pica::registers.tev_stage3); + break; + case PICA_REG_INDEX(tev_stage3.color_modifier1): + SyncTevModifiers(3, Pica::registers.tev_stage3); + break; + case PICA_REG_INDEX(tev_stage3.color_op): + SyncTevOps(3, Pica::registers.tev_stage3); + break; + case PICA_REG_INDEX(tev_stage3.const_r): + SyncTevColor(3, Pica::registers.tev_stage3); + break; + case PICA_REG_INDEX(tev_stage3.color_scale): + SyncTevMultipliers(3, Pica::registers.tev_stage3); + break; + + // TEV stage 4 + case PICA_REG_INDEX(tev_stage4.color_source1): + SyncTevSources(4, Pica::registers.tev_stage4); + break; + case PICA_REG_INDEX(tev_stage4.color_modifier1): + SyncTevModifiers(4, Pica::registers.tev_stage4); + break; + case PICA_REG_INDEX(tev_stage4.color_op): + SyncTevOps(4, Pica::registers.tev_stage4); + break; + case PICA_REG_INDEX(tev_stage4.const_r): + SyncTevColor(4, Pica::registers.tev_stage4); + break; + case PICA_REG_INDEX(tev_stage4.color_scale): + SyncTevMultipliers(4, Pica::registers.tev_stage4); + break; + + // TEV stage 5 + case PICA_REG_INDEX(tev_stage5.color_source1): + SyncTevSources(5, Pica::registers.tev_stage5); + break; + case PICA_REG_INDEX(tev_stage5.color_modifier1): + SyncTevModifiers(5, Pica::registers.tev_stage5); + break; + case PICA_REG_INDEX(tev_stage5.color_op): + SyncTevOps(5, Pica::registers.tev_stage5); + break; + case PICA_REG_INDEX(tev_stage5.const_r): + SyncTevColor(5, Pica::registers.tev_stage5); + break; + case PICA_REG_INDEX(tev_stage5.color_scale): + SyncTevMultipliers(5, Pica::registers.tev_stage5); + break; + + // TEV combiner buffer color + case PICA_REG_INDEX(tev_combiner_buffer_color): + SyncCombinerColor(); + break; + + // TEV combiner buffer write flags + case PICA_REG_INDEX(tev_combiner_buffer_input): + SyncCombinerWriteFlags(); + break; + } +} + +void RasterizerOpenGL::NotifyPreRead(PAddr addr, u32 size) { + if (!Settings::values.use_hw_renderer) + return; + + PAddr cur_fb_color_addr = Pica::registers.framebuffer.GetColorBufferPhysicalAddress(); + u32 cur_fb_color_size = Pica::Regs::BytesPerColorPixel(Pica::registers.framebuffer.color_format) + * Pica::registers.framebuffer.GetWidth() * Pica::registers.framebuffer.GetHeight(); + + PAddr cur_fb_depth_addr = Pica::registers.framebuffer.GetDepthBufferPhysicalAddress(); + u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(Pica::registers.framebuffer.depth_format) + * Pica::registers.framebuffer.GetWidth() * Pica::registers.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) { + if (!Settings::values.use_hw_renderer) + return; + + PAddr cur_fb_color_addr = Pica::registers.framebuffer.GetColorBufferPhysicalAddress(); + u32 cur_fb_color_size = Pica::Regs::BytesPerColorPixel(Pica::registers.framebuffer.color_format) + * Pica::registers.framebuffer.GetWidth() * Pica::registers.framebuffer.GetHeight(); + + PAddr cur_fb_depth_addr = Pica::registers.framebuffer.GetDepthBufferPhysicalAddress(); + u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(Pica::registers.framebuffer.depth_format) + * Pica::registers.framebuffer.GetWidth() * Pica::registers.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::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].enabled_2d = true; + 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); +} + +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_24_8; + 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].enabled_2d = true; + 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); +} + +void RasterizerOpenGL::SyncFramebuffer() { + PAddr cur_fb_color_addr = Pica::registers.framebuffer.GetColorBufferPhysicalAddress(); + Pica::Regs::ColorFormat new_fb_color_format = Pica::registers.framebuffer.color_format; + + PAddr cur_fb_depth_addr = Pica::registers.framebuffer.GetDepthBufferPhysicalAddress(); + Pica::Regs::DepthFormat new_fb_depth_format = Pica::registers.framebuffer.depth_format; + + bool fb_size_changed = fb_color_texture.width != Pica::registers.framebuffer.GetWidth() || + fb_color_texture.height != Pica::registers.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, + Pica::registers.framebuffer.GetWidth(), Pica::registers.framebuffer.GetHeight()); + } + + if (depth_fb_prop_changed) { + ReconfigureDepthTexture(fb_depth_texture, new_fb_depth_format, + Pica::registers.framebuffer.GetWidth(), Pica::registers.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() { + switch (Pica::registers.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", Pica::registers.cull_mode.Value()); + UNIMPLEMENTED(); + break; + } +} + +void RasterizerOpenGL::SyncBlendEnabled() { + state.blend.enabled = Pica::registers.output_merger.alphablend_enable; +} + +void RasterizerOpenGL::SyncBlendFuncs() { + state.blend.src_rgb_func = PicaToGL::BlendFunc(Pica::registers.output_merger.alpha_blending.factor_source_rgb); + state.blend.dst_rgb_func = PicaToGL::BlendFunc(Pica::registers.output_merger.alpha_blending.factor_dest_rgb); + state.blend.src_a_func = PicaToGL::BlendFunc(Pica::registers.output_merger.alpha_blending.factor_source_a); + state.blend.dst_a_func = PicaToGL::BlendFunc(Pica::registers.output_merger.alpha_blending.factor_dest_a); +} + +void RasterizerOpenGL::SyncBlendColor() { + auto blend_color = PicaToGL::ColorRGBA8((u8*)&Pica::registers.output_merger.blend_const.r); + 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() { + glUniform1i(uniform_alphatest_enabled, Pica::registers.output_merger.alpha_test.enable); + glUniform1i(uniform_alphatest_func, Pica::registers.output_merger.alpha_test.func); + glUniform1f(uniform_alphatest_ref, Pica::registers.output_merger.alpha_test.ref / 255.0f); +} + +void RasterizerOpenGL::SyncStencilTest() { + // TODO: Implement stencil test, mask, and op +} + +void RasterizerOpenGL::SyncDepthTest() { + state.depth.test_enabled = Pica::registers.output_merger.depth_test_enable; + state.depth.test_func = PicaToGL::CompareFunc(Pica::registers.output_merger.depth_test_func); + state.depth.write_mask = Pica::registers.output_merger.depth_write_enable ? GL_TRUE : GL_FALSE; +} + +void RasterizerOpenGL::SyncTevSources(unsigned stage_index, const Pica::Regs::TevStageConfig& config) { + GLint color_srcs[3] = { (GLint)config.color_source1.Value(), + (GLint)config.color_source2.Value(), + (GLint)config.color_source3.Value() }; + GLint alpha_srcs[3] = { (GLint)config.alpha_source1.Value(), + (GLint)config.alpha_source2.Value(), + (GLint)config.alpha_source3.Value() }; + + glUniform3iv(uniform_tev_cfgs[stage_index].color_sources, 1, color_srcs); + glUniform3iv(uniform_tev_cfgs[stage_index].alpha_sources, 1, alpha_srcs); +} + +void RasterizerOpenGL::SyncTevModifiers(unsigned stage_index, const Pica::Regs::TevStageConfig& config) { + GLint color_mods[3] = { (GLint)config.color_modifier1.Value(), + (GLint)config.color_modifier2.Value(), + (GLint)config.color_modifier3.Value() }; + GLint alpha_mods[3] = { (GLint)config.alpha_modifier1.Value(), + (GLint)config.alpha_modifier2.Value(), + (GLint)config.alpha_modifier3.Value() }; + + glUniform3iv(uniform_tev_cfgs[stage_index].color_modifiers, 1, color_mods); + glUniform3iv(uniform_tev_cfgs[stage_index].alpha_modifiers, 1, alpha_mods); +} + +void RasterizerOpenGL::SyncTevOps(unsigned stage_index, const Pica::Regs::TevStageConfig& config) { + glUniform2i(uniform_tev_cfgs[stage_index].color_alpha_op, (GLint)config.color_op.Value(), (GLint)config.alpha_op.Value()); +} + +void RasterizerOpenGL::SyncTevColor(unsigned stage_index, const Pica::Regs::TevStageConfig& config) { + auto const_color = PicaToGL::ColorRGBA8((u8*)&config.const_r); + glUniform4fv(uniform_tev_cfgs[stage_index].const_color, 1, const_color.data()); +} + +void RasterizerOpenGL::SyncTevMultipliers(unsigned stage_index, const Pica::Regs::TevStageConfig& config) { + glUniform2i(uniform_tev_cfgs[stage_index].color_alpha_multiplier, config.GetColorMultiplier(), config.GetAlphaMultiplier()); +} + +void RasterizerOpenGL::SyncCombinerColor() { + auto combiner_color = PicaToGL::ColorRGBA8((u8*)&Pica::registers.tev_combiner_buffer_color.r); + glUniform4fv(uniform_tev_combiner_buffer_color, 1, combiner_color.data()); +} + +void RasterizerOpenGL::SyncCombinerWriteFlags() { + const auto tev_stages = Pica::registers.GetTevStages(); + for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); ++tev_stage_index) { + glUniform2i(uniform_tev_cfgs[tev_stage_index].updates_combiner_buffer_color_alpha, + Pica::registers.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferColor(tev_stage_index), + Pica::registers.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferAlpha(tev_stage_index)); + } +} + +void RasterizerOpenGL::SyncDrawState() { + // Sync the viewport + GLsizei viewport_width = (GLsizei)Pica::float24::FromRawFloat24(Pica::registers.viewport_size_x).ToFloat32() * 2; + GLsizei viewport_height = (GLsizei)Pica::float24::FromRawFloat24(Pica::registers.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<float>(Pica::registers.viewport_corner.x), + -(GLsizei)static_cast<float>(Pica::registers.viewport_corner.y) + + Pica::registers.framebuffer.GetHeight() - viewport_height, + viewport_width, viewport_height); + + // Sync bound texture(s), upload if not cached + const auto pica_textures = Pica::registers.GetTextures(); + for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) { + const auto& texture = pica_textures[texture_index]; + + if (texture.enabled) { + state.texture_units[texture_index].enabled_2d = true; + res_cache.LoadAndBindTexture(state, texture_index, texture); + } else { + state.texture_units[texture_index].enabled_2d = false; + } + } + + // Skip processing TEV stages that simply pass the previous stage results through + const auto tev_stages = Pica::registers.GetTevStages(); + for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); ++tev_stage_index) { + glUniform1i(uniform_tev_cfgs[tev_stage_index].enabled, !IsPassThroughTevStage(tev_stages[tev_stage_index])); + } + + state.Apply(); +} + +void RasterizerOpenGL::ReloadColorBuffer() { + u8* color_buffer = Memory::GetPhysicalPointer(Pica::registers.framebuffer.GetColorBufferPhysicalAddress()); + + if (color_buffer == nullptr) + return; + + u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format); + + std::unique_ptr<u8[]> 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_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel; + + u8* pixel = color_buffer + dst_offset; + memcpy(&temp_fb_color_buffer[gl_px_idx], pixel, bytes_per_pixel); + } + } + + state.texture_units[0].enabled_2d = true; + 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()); +} + +void RasterizerOpenGL::ReloadDepthBuffer() { + // TODO: Appears to work, but double-check endianness of depth values and order of depth-stencil + u8* depth_buffer = Memory::GetPhysicalPointer(Pica::registers.framebuffer.GetDepthBufferPhysicalAddress()); + + if (depth_buffer == nullptr) { + return; + } + + 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<u8[]> temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]); + + 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_px_idx = x + y * fb_depth_texture.width; + + switch (fb_depth_texture.format) { + case Pica::Regs::DepthFormat::D16: + ((u16*)temp_fb_depth_buffer.get())[gl_px_idx] = Color::DecodeD16(depth_buffer + dst_offset); + break; + case Pica::Regs::DepthFormat::D24: + ((u32*)temp_fb_depth_buffer.get())[gl_px_idx] = Color::DecodeD24(depth_buffer + dst_offset); + break; + case Pica::Regs::DepthFormat::D24S8: + { + Math::Vec2<u32> depth_stencil = Color::DecodeD24S8(depth_buffer + dst_offset); + ((u32*)temp_fb_depth_buffer.get())[gl_px_idx] = (depth_stencil.x << 8) | depth_stencil.y; + break; + } + default: + LOG_CRITICAL(Render_OpenGL, "Unknown memory framebuffer depth format %x", fb_depth_texture.format); + UNIMPLEMENTED(); + break; + } + } + } + + state.texture_units[0].enabled_2d = true; + state.texture_units[0].texture_2d = fb_depth_texture.texture.handle; + state.Apply(); + + glActiveTexture(GL_TEXTURE0); + 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()); +} + +void RasterizerOpenGL::CommitColorBuffer() { + if (last_fb_color_addr != 0) { + u8* color_buffer = Memory::GetPhysicalPointer(last_fb_color_addr); + + if (color_buffer != nullptr) { + u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format); + + std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]); + + state.texture_units[0].enabled_2d = true; + 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()); + + // 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_px_idx = 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_px_idx], 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) { + 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<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]); + + state.texture_units[0].enabled_2d = true; + 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()); + + 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_px_idx = x + y * fb_depth_texture.width; + + switch (fb_depth_texture.format) { + case Pica::Regs::DepthFormat::D16: + Color::EncodeD16(((u16*)temp_gl_depth_buffer.get())[gl_px_idx], depth_buffer + dst_offset); + break; + case Pica::Regs::DepthFormat::D24: + Color::EncodeD24(((u32*)temp_gl_depth_buffer.get())[gl_px_idx], depth_buffer + dst_offset); + break; + case Pica::Regs::DepthFormat::D24S8: + { + u32 depth_stencil = ((u32*)temp_gl_depth_buffer.get())[gl_px_idx]; + Color::EncodeD24S8((depth_stencil >> 8), depth_stencil & 0xFF, depth_buffer + dst_offset); + break; + } + default: + LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", fb_depth_texture.format); + UNIMPLEMENTED(); + break; + } + } + } + } + } +} |