renderer_opengl: Support rendering Switch framebuffer.

This commit is contained in:
bunnei 2018-01-10 22:43:17 -05:00
parent 236d463c52
commit ee4691297f
3 changed files with 84 additions and 139 deletions

View File

@ -15,7 +15,10 @@ public:
/// Used to reference a framebuffer
enum kFramebuffer { kFramebuffer_VirtualXFB = 0, kFramebuffer_EFB, kFramebuffer_Texture };
/// Struct describing framebuffer metadata
/**
* Struct describing framebuffer metadata
* TODO(bunnei): This struct belongs in the GPU code, but we don't have a good place for it yet.
*/
struct FramebufferInfo {
enum class PixelFormat : u32 {
ABGR8 = 1,
@ -44,7 +47,7 @@ public:
virtual ~RendererBase() {}
/// Swap buffers (render frame)
virtual void SwapBuffers() = 0;
virtual void SwapBuffers(const FramebufferInfo& framebuffer_info) = 0;
/**
* Set the emulator window to use for renderer

View File

@ -56,7 +56,9 @@ out vec4 color;
uniform sampler2D color_texture;
void main() {
color = texture(color_texture, frag_tex_coord);
// 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;
}
)";
@ -98,44 +100,20 @@ RendererOpenGL::RendererOpenGL() = default;
RendererOpenGL::~RendererOpenGL() = default;
/// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers() {
void RendererOpenGL::SwapBuffers(const FramebufferInfo& framebuffer_info) {
// Maintain the rasterizer's state as a priority
OpenGLState prev_state = OpenGLState::GetCurState();
state.Apply();
for (int i : {0, 1}) {
const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
// Main LCD (0): 0x1ED02204, Sub LCD (1): 0x1ED02A04
u32 lcd_color_addr =
(i == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom);
lcd_color_addr = HW::VADDR_LCD + 4 * lcd_color_addr;
LCD::Regs::ColorFill color_fill = {0};
LCD::Read(color_fill.raw, lcd_color_addr);
if (color_fill.is_enabled) {
LoadColorToActiveGLTexture(color_fill.color_r, color_fill.color_g, color_fill.color_b,
screen_infos[i].texture);
// Resize the texture in case the framebuffer size has changed
screen_infos[i].texture.width = 1;
screen_infos[i].texture.height = 1;
} else {
if (screen_infos[i].texture.width != (GLsizei)framebuffer.width ||
screen_infos[i].texture.height != (GLsizei)framebuffer.height ||
screen_infos[i].texture.format != framebuffer.color_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_infos[i].texture, framebuffer);
}
LoadFBToScreenInfo(framebuffer, screen_infos[i]);
// Resize the texture in case the framebuffer size has changed
screen_infos[i].texture.width = framebuffer.width;
screen_infos[i].texture.height = framebuffer.height;
}
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();
@ -270,56 +248,48 @@ static void MortonCopyPixels128(u32 width, u32 height, u32 bytes_per_pixel, u32
/**
* Loads framebuffer from emulated memory into the active OpenGL texture.
*/
void RendererOpenGL::LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer,
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};
const PAddr framebuffer_addr =
framebuffer.active_fb == 0 ? framebuffer.address_left1 : framebuffer.address_left2;
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%08x(%dx%d), fmt %x",
framebuffer.stride * framebuffer.height, framebuffer_addr, (int)framebuffer.width,
(int)framebuffer.height, (int)framebuffer.format);
int bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
size_t pixel_stride = framebuffer.stride / bpp;
// OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
ASSERT(pixel_stride * bpp == framebuffer.stride);
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.format);
// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
// only allows rows to have a memory alignement of 4.
ASSERT(pixel_stride % 4 == 0);
ASSERT(framebuffer_info.stride % 4 == 0);
if (!Rasterizer()->AccelerateDisplay(framebuffer, framebuffer_addr,
static_cast<u32>(pixel_stride), screen_info)) {
// 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<float>(0.f, 0.f, 1.f, 1.f);
// 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<float>(0.f, 0.f, 1.f, 1.f);
Memory::RasterizerFlushRegion(framebuffer_addr, framebuffer.stride * framebuffer.height);
Memory::RasterizerFlushRegion(framebuffer_info.address, size_in_bytes);
const u8* framebuffer_data = Memory::GetPhysicalPointer(framebuffer_addr);
state.texture_units[0].texture_2d = screen_info.texture.resource.handle;
state.Apply();
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);
glActiveTexture(GL_TEXTURE0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_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());
// 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.width, framebuffer.height,
screen_info.texture.gl_format, screen_info.texture.gl_type,
framebuffer_data);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
state.texture_units[0].texture_2d = 0;
state.Apply();
}
state.texture_units[0].texture_2d = 0;
state.Apply();
}
/**
@ -377,74 +347,43 @@ void RendererOpenGL::InitOpenGLObjects() {
glEnableVertexAttribArray(attrib_position);
glEnableVertexAttribArray(attrib_tex_coord);
// Allocate textures for each screen
for (auto& screen_info : screen_infos) {
screen_info.texture.resource.Create();
// 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.
// 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();
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);
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;
}
screen_info.display_texture = screen_info.texture.resource.handle;
state.texture_units[0].texture_2d = 0;
state.Apply();
}
void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
const GPU::Regs::FramebufferConfig& framebuffer) {
GPU::Regs::PixelFormat format = framebuffer.color_format;
const FramebufferInfo& framebuffer_info) {
texture.width = framebuffer_info.width;
texture.height = framebuffer_info.height;
GLint internal_format;
texture.format = format;
texture.width = framebuffer.width;
texture.height = framebuffer.height;
switch (format) {
case GPU::Regs::PixelFormat::RGBA8:
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;
case GPU::Regs::PixelFormat::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 GPU::Regs::PixelFormat::RGB565:
internal_format = GL_RGB;
texture.gl_format = GL_RGB;
texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
case GPU::Regs::PixelFormat::RGB5A1:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case GPU::Regs::PixelFormat::RGBA4:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
default:
UNIMPLEMENTED();
}
@ -465,10 +404,10 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, fl
auto& texcoords = screen_info.display_texcoords;
std::array<ScreenRectVertex, 4> vertices = {{
ScreenRectVertex(x, y, texcoords.top, texcoords.left),
ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.left),
ScreenRectVertex(x, y + h, texcoords.top, texcoords.right),
ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.right),
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;
@ -500,8 +439,8 @@ void RendererOpenGL::DrawScreens() {
glActiveTexture(GL_TEXTURE0);
glUniform1i(uniform_color_texture, 0);
DrawSingleScreen(screen_infos[0], (float)screen.left, (float)screen.top,
(float)screen.GetWidth(), (float)screen.GetHeight());
DrawSingleScreen(screen_info, (float)screen.left, (float)screen.top, (float)screen.GetWidth(),
(float)screen.GetHeight());
m_current_frame++;
}

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@ -4,7 +4,7 @@
#pragma once
#include <array>
#include <vector>
#include <glad/glad.h>
#include "common/common_types.h"
#include "common/math_util.h"
@ -20,9 +20,9 @@ struct TextureInfo {
OGLTexture resource;
GLsizei width;
GLsizei height;
GPU::Regs::PixelFormat format;
GLenum gl_format;
GLenum gl_type;
RendererBase::FramebufferInfo::PixelFormat pixel_format;
};
/// Structure used for storing information about the display target for each 3DS screen
@ -38,7 +38,7 @@ public:
~RendererOpenGL() override;
/// Swap buffers (render frame)
void SwapBuffers() override;
void SwapBuffers(const FramebufferInfo& framebuffer_info) override;
/**
* Set the emulator window to use for renderer
@ -55,13 +55,13 @@ public:
private:
void InitOpenGLObjects();
void ConfigureFramebufferTexture(TextureInfo& texture,
const GPU::Regs::FramebufferConfig& framebuffer);
const FramebufferInfo& framebuffer_info);
void DrawScreens();
void DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h);
void UpdateFramerate();
// Loads framebuffer from emulated memory into the display information structure
void LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer,
void LoadFBToScreenInfo(const FramebufferInfo& framebuffer_info,
ScreenInfo& screen_info);
// Fills active OpenGL texture with the given RGB color.
void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture);
@ -75,8 +75,11 @@ private:
OGLBuffer vertex_buffer;
OGLShader shader;
/// Display information for top and bottom screens respectively
std::array<ScreenInfo, 2> screen_infos;
/// Display information for Switch screen
ScreenInfo screen_info;
/// OpenGL framebuffer data
std::vector<u8> gl_framebuffer_data;
// Shader uniform location indices
GLuint uniform_modelview_matrix;