forked from suyu/suyu
282adfc70b
Changes the GraphicsContext to be managed by the GPU core. This eliminates the need for the frontends to fool around with tricky MakeCurrent/DoneCurrent calls that are dependent on the settings (such as async gpu option). This also refactors out the need to use QWidget::fromWindowContainer as that caused issues with focus and input handling. Now we use a regular QWidget and just access the native windowHandle() directly. Another change is removing the debug tool setting in FrameMailbox. Instead of trying to block the frontend until a new frame is ready, the core will now take over presentation and draw directly to the window if the renderer detects that its hooked by NSight or RenderDoc Lastly, since it was in the way, I removed ScopeAcquireWindowContext and replaced it with a simple subclass in GraphicsContext that achieves the same result
771 lines
28 KiB
C++
771 lines
28 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cstddef>
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#include <cstdlib>
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#include <cstring>
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#include <memory>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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#include "common/telemetry.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/frontend/emu_window.h"
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#include "core/memory.h"
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#include "core/perf_stats.h"
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#include "core/settings.h"
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#include "core/telemetry_session.h"
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#include "video_core/morton.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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namespace OpenGL {
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namespace {
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constexpr std::size_t SWAP_CHAIN_SIZE = 3;
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struct Frame {
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u32 width{}; /// Width of the frame (to detect resize)
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u32 height{}; /// Height of the frame
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bool color_reloaded{}; /// Texture attachment was recreated (ie: resized)
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OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO
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OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
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OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
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GLsync render_fence{}; /// Fence created on the render thread
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GLsync present_fence{}; /// Fence created on the presentation thread
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bool is_srgb{}; /// Framebuffer is sRGB or RGB
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};
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constexpr char VERTEX_SHADER[] = R"(
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#version 430 core
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out gl_PerVertex {
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vec4 gl_Position;
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};
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layout (location = 0) in vec2 vert_position;
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layout (location = 1) in vec2 vert_tex_coord;
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layout (location = 0) out vec2 frag_tex_coord;
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// This is a truncated 3x3 matrix for 2D transformations:
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// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
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// The third column performs translation.
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// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
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// implicitly be [0, 0, 1]
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layout (location = 0) uniform mat3x2 modelview_matrix;
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void main() {
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// Multiply input position by the rotscale part of the matrix and then manually translate by
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// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
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// to `vec3(vert_position.xy, 1.0)`
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gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
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frag_tex_coord = vert_tex_coord;
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}
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)";
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constexpr char FRAGMENT_SHADER[] = R"(
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#version 430 core
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layout (location = 0) in vec2 frag_tex_coord;
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layout (location = 0) out vec4 color;
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layout (binding = 0) uniform sampler2D color_texture;
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void main() {
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color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f);
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}
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)";
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constexpr GLint PositionLocation = 0;
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constexpr GLint TexCoordLocation = 1;
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constexpr GLint ModelViewMatrixLocation = 0;
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struct ScreenRectVertex {
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constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
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: position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
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std::array<GLfloat, 2> position;
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std::array<GLfloat, 2> tex_coord;
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};
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/// Returns true if any debug tool is attached
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bool HasDebugTool() {
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const bool nsight = std::getenv("NVTX_INJECTION64_PATH") || std::getenv("NSIGHT_LAUNCHED");
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if (nsight) {
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return true;
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}
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GLint num_extensions;
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glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
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for (GLuint index = 0; index < static_cast<GLuint>(num_extensions); ++index) {
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const auto name = reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, index));
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if (!std::strcmp(name, "GL_EXT_debug_tool")) {
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return true;
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}
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}
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return false;
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}
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/**
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* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
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* corner and (width, height) on the lower-bottom.
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*
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* The projection part of the matrix is trivial, hence these operations are represented
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* by a 3x2 matrix.
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*/
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std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
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std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
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// clang-format off
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matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
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matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
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// Last matrix row is implicitly assumed to be [0, 0, 1].
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// clang-format on
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return matrix;
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}
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const char* GetSource(GLenum source) {
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switch (source) {
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case GL_DEBUG_SOURCE_API:
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return "API";
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case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
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return "WINDOW_SYSTEM";
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case GL_DEBUG_SOURCE_SHADER_COMPILER:
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return "SHADER_COMPILER";
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case GL_DEBUG_SOURCE_THIRD_PARTY:
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return "THIRD_PARTY";
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case GL_DEBUG_SOURCE_APPLICATION:
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return "APPLICATION";
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case GL_DEBUG_SOURCE_OTHER:
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return "OTHER";
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default:
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UNREACHABLE();
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return "Unknown source";
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}
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}
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const char* GetType(GLenum type) {
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switch (type) {
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case GL_DEBUG_TYPE_ERROR:
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return "ERROR";
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case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
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return "DEPRECATED_BEHAVIOR";
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case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
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return "UNDEFINED_BEHAVIOR";
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case GL_DEBUG_TYPE_PORTABILITY:
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return "PORTABILITY";
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case GL_DEBUG_TYPE_PERFORMANCE:
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return "PERFORMANCE";
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case GL_DEBUG_TYPE_OTHER:
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return "OTHER";
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case GL_DEBUG_TYPE_MARKER:
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return "MARKER";
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default:
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UNREACHABLE();
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return "Unknown type";
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}
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}
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void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
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const GLchar* message, const void* user_param) {
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const char format[] = "{} {} {}: {}";
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const char* const str_source = GetSource(source);
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const char* const str_type = GetType(type);
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switch (severity) {
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case GL_DEBUG_SEVERITY_HIGH:
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LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message);
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break;
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case GL_DEBUG_SEVERITY_MEDIUM:
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LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message);
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break;
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case GL_DEBUG_SEVERITY_NOTIFICATION:
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case GL_DEBUG_SEVERITY_LOW:
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LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message);
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break;
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}
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}
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} // Anonymous namespace
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/**
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* For smooth Vsync rendering, we want to always present the latest frame that the core generates,
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* but also make sure that rendering happens at the pace that the frontend dictates. This is a
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* helper class that the renderer uses to sync frames between the render thread and the presentation
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* thread
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*/
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class FrameMailbox {
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public:
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std::mutex swap_chain_lock;
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std::condition_variable present_cv;
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std::array<Frame, SWAP_CHAIN_SIZE> swap_chain{};
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std::queue<Frame*> free_queue;
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std::deque<Frame*> present_queue;
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Frame* previous_frame{};
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FrameMailbox() {
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for (auto& frame : swap_chain) {
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free_queue.push(&frame);
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}
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}
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~FrameMailbox() {
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// lock the mutex and clear out the present and free_queues and notify any people who are
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// blocked to prevent deadlock on shutdown
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std::scoped_lock lock{swap_chain_lock};
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std::queue<Frame*>().swap(free_queue);
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present_queue.clear();
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present_cv.notify_all();
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}
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void ReloadPresentFrame(Frame* frame, u32 height, u32 width) {
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frame->present.Release();
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frame->present.Create();
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GLint previous_draw_fbo{};
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &previous_draw_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, frame->present.handle);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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frame->color.handle);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_CRITICAL(Render_OpenGL, "Failed to recreate present FBO!");
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}
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, previous_draw_fbo);
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frame->color_reloaded = false;
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}
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void ReloadRenderFrame(Frame* frame, u32 width, u32 height) {
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// Recreate the color texture attachment
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frame->color.Release();
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frame->color.Create();
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const GLenum internal_format = frame->is_srgb ? GL_SRGB8 : GL_RGB8;
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glNamedRenderbufferStorage(frame->color.handle, internal_format, width, height);
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// Recreate the FBO for the render target
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frame->render.Release();
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frame->render.Create();
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glBindFramebuffer(GL_FRAMEBUFFER, frame->render.handle);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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frame->color.handle);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
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}
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frame->width = width;
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frame->height = height;
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frame->color_reloaded = true;
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}
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Frame* GetRenderFrame() {
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std::unique_lock lock{swap_chain_lock};
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// If theres no free frames, we will reuse the oldest render frame
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if (free_queue.empty()) {
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auto frame = present_queue.back();
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present_queue.pop_back();
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return frame;
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}
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Frame* frame = free_queue.front();
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free_queue.pop();
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return frame;
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}
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void ReleaseRenderFrame(Frame* frame) {
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std::unique_lock lock{swap_chain_lock};
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present_queue.push_front(frame);
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present_cv.notify_one();
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}
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Frame* TryGetPresentFrame(int timeout_ms) {
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std::unique_lock lock{swap_chain_lock};
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// wait for new entries in the present_queue
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present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
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[&] { return !present_queue.empty(); });
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if (present_queue.empty()) {
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// timed out waiting for a frame to draw so return the previous frame
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return previous_frame;
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}
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// free the previous frame and add it back to the free queue
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if (previous_frame) {
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free_queue.push(previous_frame);
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}
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// the newest entries are pushed to the front of the queue
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Frame* frame = present_queue.front();
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present_queue.pop_front();
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// remove all old entries from the present queue and move them back to the free_queue
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for (auto f : present_queue) {
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free_queue.push(f);
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}
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present_queue.clear();
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previous_frame = frame;
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return frame;
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}
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};
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RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system,
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Core::Frontend::GraphicsContext& context)
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: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system}, frame_mailbox{},
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has_debug_tool{HasDebugTool()}, context{context} {}
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RendererOpenGL::~RendererOpenGL() = default;
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MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64));
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MICROPROFILE_DEFINE(OpenGL_WaitPresent, "OpenGL", "Wait For Present", MP_RGB(128, 128, 128));
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void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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if (!framebuffer) {
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return;
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}
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PrepareRendertarget(framebuffer);
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RenderScreenshot();
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Frame* frame;
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{
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MICROPROFILE_SCOPE(OpenGL_WaitPresent);
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frame = frame_mailbox->GetRenderFrame();
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// Clean up sync objects before drawing
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// INTEL driver workaround. We can't delete the previous render sync object until we are
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// sure that the presentation is done
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if (frame->present_fence) {
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glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
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}
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// delete the draw fence if the frame wasn't presented
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if (frame->render_fence) {
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glDeleteSync(frame->render_fence);
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frame->render_fence = 0;
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}
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// wait for the presentation to be done
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if (frame->present_fence) {
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glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
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glDeleteSync(frame->present_fence);
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frame->present_fence = 0;
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}
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}
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{
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MICROPROFILE_SCOPE(OpenGL_RenderFrame);
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const auto& layout = render_window.GetFramebufferLayout();
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// Recreate the frame if the size of the window has changed
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if (layout.width != frame->width || layout.height != frame->height ||
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screen_info.display_srgb != frame->is_srgb) {
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LOG_DEBUG(Render_OpenGL, "Reloading render frame");
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frame->is_srgb = screen_info.display_srgb;
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frame_mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
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}
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frame->render.handle);
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DrawScreen(layout);
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// Create a fence for the frontend to wait on and swap this frame to OffTex
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frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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frame_mailbox->ReleaseRenderFrame(frame);
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m_current_frame++;
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rasterizer->TickFrame();
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}
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render_window.PollEvents();
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if (has_debug_tool) {
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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Present(0);
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context.SwapBuffers();
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}
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}
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void RendererOpenGL::PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer) {
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if (framebuffer) {
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// If framebuffer is provided, reload it from memory to a texture
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if (screen_info.texture.width != static_cast<GLsizei>(framebuffer->width) ||
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screen_info.texture.height != static_cast<GLsizei>(framebuffer->height) ||
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screen_info.texture.pixel_format != framebuffer->pixel_format ||
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gl_framebuffer_data.empty()) {
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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ConfigureFramebufferTexture(screen_info.texture, *framebuffer);
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}
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// Load the framebuffer from memory, draw it to the screen, and swap buffers
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LoadFBToScreenInfo(*framebuffer);
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}
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}
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void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
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// Framebuffer orientation handling
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framebuffer_transform_flags = framebuffer.transform_flags;
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framebuffer_crop_rect = framebuffer.crop_rect;
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const VAddr framebuffer_addr{framebuffer.address + framebuffer.offset};
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if (rasterizer->AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride)) {
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return;
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}
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// Reset the screen info's display texture to its own permanent texture
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screen_info.display_texture = screen_info.texture.resource.handle;
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const auto pixel_format{
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VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
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const u32 bytes_per_pixel{VideoCore::Surface::GetBytesPerPixel(pixel_format)};
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const u64 size_in_bytes{framebuffer.stride * framebuffer.height * bytes_per_pixel};
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u8* const host_ptr{system.Memory().GetPointer(framebuffer_addr)};
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rasterizer->FlushRegion(ToCacheAddr(host_ptr), size_in_bytes);
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// TODO(Rodrigo): Read this from HLE
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constexpr u32 block_height_log2 = 4;
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VideoCore::MortonSwizzle(VideoCore::MortonSwizzleMode::MortonToLinear, pixel_format,
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framebuffer.stride, block_height_log2, framebuffer.height, 0, 1, 1,
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gl_framebuffer_data.data(), host_ptr);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(framebuffer.stride));
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// Update existing texture
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// TODO: Test what happens on hardware when you change the framebuffer dimensions so that
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// they differ from the LCD resolution.
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// TODO: Applications could theoretically crash yuzu here by specifying too large
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// framebuffer sizes. We should make sure that this cannot happen.
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glTextureSubImage2D(screen_info.texture.resource.handle, 0, 0, 0, framebuffer.width,
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framebuffer.height, screen_info.texture.gl_format,
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screen_info.texture.gl_type, gl_framebuffer_data.data());
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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}
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void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
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const TextureInfo& texture) {
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const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r};
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glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data);
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}
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void RendererOpenGL::InitOpenGLObjects() {
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frame_mailbox = std::make_unique<FrameMailbox>();
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glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
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0.0f);
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// Create shader programs
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OGLShader vertex_shader;
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vertex_shader.Create(VERTEX_SHADER, GL_VERTEX_SHADER);
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OGLShader fragment_shader;
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fragment_shader.Create(FRAGMENT_SHADER, GL_FRAGMENT_SHADER);
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vertex_program.Create(true, false, vertex_shader.handle);
|
|
fragment_program.Create(true, false, fragment_shader.handle);
|
|
|
|
// Create program pipeline
|
|
program_manager.Create();
|
|
|
|
// 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);
|
|
}
|
|
|
|
void RendererOpenGL::AddTelemetryFields() {
|
|
const char* const gl_version{reinterpret_cast<char const*>(glGetString(GL_VERSION))};
|
|
const char* const gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
|
|
const char* const gpu_model{reinterpret_cast<char const*>(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;
|
|
}
|
|
rasterizer = std::make_unique<RasterizerOpenGL>(system, emu_window, screen_info,
|
|
program_manager, state_tracker);
|
|
}
|
|
|
|
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::GetBytesPerPixel(pixel_format)};
|
|
gl_framebuffer_data.resize(texture.width * texture.height * bytes_per_pixel);
|
|
|
|
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;
|
|
break;
|
|
case Tegra::FramebufferConfig::PixelFormat::RGB565:
|
|
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<u32>(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, Settings::values.bg_green, Settings::values.bg_blue,
|
|
0.0f);
|
|
}
|
|
|
|
// Set projection matrix
|
|
const std::array ortho_matrix =
|
|
MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(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={}",
|
|
static_cast<u32>(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<f32>(framebuffer_crop_rect.GetWidth()) /
|
|
static_cast<f32>(screen_info.texture.width);
|
|
}
|
|
if (framebuffer_crop_rect.GetHeight() > 0) {
|
|
scale_v = static_cast<f32>(framebuffer_crop_rect.GetHeight()) /
|
|
static_cast<f32>(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.NotifyColorMask0();
|
|
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.UseVertexShader(vertex_program.handle);
|
|
program_manager.UseGeometryShader(0);
|
|
program_manager.UseFragmentShader(fragment_program.handle);
|
|
program_manager.BindGraphicsPipeline();
|
|
|
|
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);
|
|
glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
|
|
glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(layout.width),
|
|
static_cast<GLfloat>(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);
|
|
glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
|
|
|
|
glBindTextureUnit(0, screen_info.display_texture);
|
|
glBindSampler(0, 0);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
}
|
|
|
|
bool RendererOpenGL::TryPresent(int timeout_ms) {
|
|
if (has_debug_tool) {
|
|
LOG_DEBUG(Render_OpenGL,
|
|
"Skipping presentation because we are presenting on the main context");
|
|
return false;
|
|
}
|
|
return Present(timeout_ms);
|
|
}
|
|
|
|
bool RendererOpenGL::Present(int timeout_ms) {
|
|
const auto& layout = render_window.GetFramebufferLayout();
|
|
auto frame = frame_mailbox->TryGetPresentFrame(timeout_ms);
|
|
if (!frame) {
|
|
LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
|
|
return false;
|
|
}
|
|
|
|
// Clearing before a full overwrite of a fbo can signal to drivers that they can avoid a
|
|
// readback since we won't be doing any blending
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
// Recreate the presentation FBO if the color attachment was changed
|
|
if (frame->color_reloaded) {
|
|
LOG_DEBUG(Render_OpenGL, "Reloading present frame");
|
|
frame_mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
|
|
}
|
|
glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
|
|
// INTEL workaround.
|
|
// Normally we could just delete the draw fence here, but due to driver bugs, we can just delete
|
|
// it on the emulation thread without too much penalty
|
|
// glDeleteSync(frame.render_sync);
|
|
// frame.render_sync = 0;
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, frame->present.handle);
|
|
glBlitFramebuffer(0, 0, frame->width, frame->height, 0, 0, layout.width, layout.height,
|
|
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
|
|
// Insert fence for the main thread to block on
|
|
frame->present_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
glFlush();
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
return true;
|
|
}
|
|
|
|
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);
|
|
|
|
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);
|
|
|
|
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;
|
|
}
|
|
|
|
bool RendererOpenGL::Init() {
|
|
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;
|
|
}
|
|
|
|
void RendererOpenGL::ShutDown() {}
|
|
|
|
} // namespace OpenGL
|