forked from suyu/suyu
487 lines
18 KiB
C++
487 lines
18 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 <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/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/frontend/scope_acquire_window_context.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/renderer_opengl.h"
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namespace OpenGL {
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namespace {
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constexpr char vertex_shader[] = R"(
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#version 430 core
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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 = texture(color_texture, frag_tex_coord);
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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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/// Vertex structure that the drawn screen rectangles are composed of.
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struct ScreenRectVertex {
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ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
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position[0] = x;
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position[1] = y;
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tex_coord[0] = u;
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tex_coord[1] = v;
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}
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GLfloat position[2];
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GLfloat tex_coord[2];
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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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RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
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: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system} {}
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RendererOpenGL::~RendererOpenGL() = default;
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void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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// Maintain the rasterizer's state as a priority
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OpenGLState prev_state = OpenGLState::GetCurState();
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state.AllDirty();
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state.Apply();
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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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// 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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if (renderer_settings.screenshot_requested)
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CaptureScreenshot();
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DrawScreen(render_window.GetFramebufferLayout());
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rasterizer->TickFrame();
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render_window.SwapBuffers();
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}
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render_window.PollEvents();
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// Restore the rasterizer state
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prev_state.AllDirty();
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prev_state.Apply();
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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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glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
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0.0f);
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// Link shaders and get variable locations
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shader.CreateFromSource(vertex_shader, nullptr, fragment_shader);
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state.draw.shader_program = shader.handle;
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state.AllDirty();
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state.Apply();
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// Generate VBO handle for drawing
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vertex_buffer.Create();
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// Generate VAO
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vertex_array.Create();
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state.draw.vertex_array = vertex_array.handle;
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// Attach vertex data to VAO
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glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
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glVertexArrayAttribFormat(vertex_array.handle, PositionLocation, 2, GL_FLOAT, GL_FALSE,
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offsetof(ScreenRectVertex, position));
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glVertexArrayAttribFormat(vertex_array.handle, TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
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offsetof(ScreenRectVertex, tex_coord));
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glVertexArrayAttribBinding(vertex_array.handle, PositionLocation, 0);
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glVertexArrayAttribBinding(vertex_array.handle, TexCoordLocation, 0);
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glEnableVertexArrayAttrib(vertex_array.handle, PositionLocation);
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glEnableVertexArrayAttrib(vertex_array.handle, TexCoordLocation);
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glVertexArrayVertexBuffer(vertex_array.handle, 0, vertex_buffer.handle, 0,
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sizeof(ScreenRectVertex));
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// Allocate textures for the screen
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screen_info.texture.resource.Create(GL_TEXTURE_2D);
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const GLuint texture = screen_info.texture.resource.handle;
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glTextureStorage2D(texture, 1, GL_RGBA8, 1, 1);
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screen_info.display_texture = screen_info.texture.resource.handle;
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// Clear screen to black
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LoadColorToActiveGLTexture(0, 0, 0, 0, screen_info.texture);
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}
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void RendererOpenGL::AddTelemetryFields() {
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const char* const gl_version{reinterpret_cast<char const*>(glGetString(GL_VERSION))};
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const char* const gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
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const char* const gpu_model{reinterpret_cast<char const*>(glGetString(GL_RENDERER))};
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LOG_INFO(Render_OpenGL, "GL_VERSION: {}", gl_version);
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LOG_INFO(Render_OpenGL, "GL_VENDOR: {}", gpu_vendor);
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LOG_INFO(Render_OpenGL, "GL_RENDERER: {}", gpu_model);
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auto& telemetry_session = system.TelemetrySession();
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telemetry_session.AddField(Telemetry::FieldType::UserSystem, "GPU_Vendor", gpu_vendor);
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telemetry_session.AddField(Telemetry::FieldType::UserSystem, "GPU_Model", gpu_model);
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telemetry_session.AddField(Telemetry::FieldType::UserSystem, "GPU_OpenGL_Version", gl_version);
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}
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void RendererOpenGL::CreateRasterizer() {
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if (rasterizer) {
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return;
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}
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rasterizer = std::make_unique<RasterizerOpenGL>(system, emu_window, screen_info);
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}
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void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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const Tegra::FramebufferConfig& framebuffer) {
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texture.width = framebuffer.width;
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texture.height = framebuffer.height;
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texture.pixel_format = framebuffer.pixel_format;
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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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gl_framebuffer_data.resize(texture.width * texture.height * bytes_per_pixel);
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GLint internal_format;
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switch (framebuffer.pixel_format) {
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case Tegra::FramebufferConfig::PixelFormat::ABGR8:
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internal_format = GL_RGBA8;
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texture.gl_format = GL_RGBA;
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texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
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break;
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case Tegra::FramebufferConfig::PixelFormat::RGB565:
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internal_format = GL_RGB565;
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texture.gl_format = GL_RGB;
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texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
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break;
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default:
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internal_format = GL_RGBA8;
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texture.gl_format = GL_RGBA;
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texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
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UNIMPLEMENTED_MSG("Unknown framebuffer pixel format: {}",
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static_cast<u32>(framebuffer.pixel_format));
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}
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texture.resource.Release();
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texture.resource.Create(GL_TEXTURE_2D);
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glTextureStorage2D(texture.resource.handle, 1, internal_format, texture.width, texture.height);
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}
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void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w,
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float h) {
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const auto& texcoords = screen_info.display_texcoords;
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auto left = texcoords.left;
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auto right = texcoords.right;
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if (framebuffer_transform_flags != Tegra::FramebufferConfig::TransformFlags::Unset) {
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if (framebuffer_transform_flags == Tegra::FramebufferConfig::TransformFlags::FlipV) {
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// Flip the framebuffer vertically
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left = texcoords.right;
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right = texcoords.left;
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} else {
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// Other transformations are unsupported
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LOG_CRITICAL(Render_OpenGL, "Unsupported framebuffer_transform_flags={}",
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static_cast<u32>(framebuffer_transform_flags));
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UNIMPLEMENTED();
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}
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}
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ASSERT_MSG(framebuffer_crop_rect.top == 0, "Unimplemented");
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ASSERT_MSG(framebuffer_crop_rect.left == 0, "Unimplemented");
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// Scale the output by the crop width/height. This is commonly used with 1280x720 rendering
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// (e.g. handheld mode) on a 1920x1080 framebuffer.
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f32 scale_u = 1.f, scale_v = 1.f;
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if (framebuffer_crop_rect.GetWidth() > 0) {
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scale_u = static_cast<f32>(framebuffer_crop_rect.GetWidth()) /
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static_cast<f32>(screen_info.texture.width);
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}
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if (framebuffer_crop_rect.GetHeight() > 0) {
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scale_v = static_cast<f32>(framebuffer_crop_rect.GetHeight()) /
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static_cast<f32>(screen_info.texture.height);
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}
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std::array<ScreenRectVertex, 4> vertices = {{
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ScreenRectVertex(x, y, texcoords.top * scale_u, left * scale_v),
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ScreenRectVertex(x + w, y, texcoords.bottom * scale_u, left * scale_v),
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ScreenRectVertex(x, y + h, texcoords.top * scale_u, right * scale_v),
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ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v),
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}};
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state.textures[0] = screen_info.display_texture;
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state.framebuffer_srgb.enabled = screen_info.display_srgb;
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state.AllDirty();
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state.Apply();
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data());
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// Restore default state
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state.framebuffer_srgb.enabled = false;
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state.textures[0] = 0;
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state.AllDirty();
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state.Apply();
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}
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void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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if (renderer_settings.set_background_color) {
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// Update background color before drawing
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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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}
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const auto& screen = layout.screen;
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glViewport(0, 0, layout.width, layout.height);
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glClear(GL_COLOR_BUFFER_BIT);
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// Set projection matrix
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std::array<GLfloat, 3 * 2> ortho_matrix =
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MakeOrthographicMatrix((float)layout.width, (float)layout.height);
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glUniformMatrix3x2fv(ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data());
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DrawScreenTriangles(screen_info, (float)screen.left, (float)screen.top,
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(float)screen.GetWidth(), (float)screen.GetHeight());
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m_current_frame++;
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}
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void RendererOpenGL::UpdateFramerate() {}
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void RendererOpenGL::CaptureScreenshot() {
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// Draw the current frame to the screenshot framebuffer
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screenshot_framebuffer.Create();
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GLuint old_read_fb = state.draw.read_framebuffer;
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GLuint old_draw_fb = state.draw.draw_framebuffer;
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state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
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state.AllDirty();
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state.Apply();
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Layout::FramebufferLayout layout{renderer_settings.screenshot_framebuffer_layout};
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GLuint renderbuffer;
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glGenRenderbuffers(1, &renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, screen_info.display_srgb ? GL_SRGB8 : GL_RGB8,
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layout.width, layout.height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
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DrawScreen(layout);
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glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
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renderer_settings.screenshot_bits);
|
|
|
|
screenshot_framebuffer.Release();
|
|
state.draw.read_framebuffer = old_read_fb;
|
|
state.draw.draw_framebuffer = old_draw_fb;
|
|
state.AllDirty();
|
|
state.Apply();
|
|
glDeleteRenderbuffers(1, &renderbuffer);
|
|
|
|
renderer_settings.screenshot_complete_callback();
|
|
renderer_settings.screenshot_requested = false;
|
|
}
|
|
|
|
bool RendererOpenGL::Init() {
|
|
Core::Frontend::ScopeAcquireWindowContext acquire_context{render_window};
|
|
|
|
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
|