forked from suyu/suyu
420cc13248
Add code required to use OpenGL assembly programs based on NV_gpu_program5. Decompilation for ARB programs is intended to be added in a follow up commit. This does **not** include ARB decompilation and it's not in an usable state. The intention behind assembly programs is to reduce shader stutter significantly on drivers supporting NV_gpu_program5 (and other required extensions). Currently only Nvidia's proprietary driver supports these extensions. Add a UI option hidden for now to avoid people enabling this option accidentally. This code path has some limitations that OpenGL compatibility doesn't have: - NV_shader_storage_buffer_object is limited to 16 entries for a single OpenGL context state (I don't know if this is an intended limitation, an specification issue or I am missing something). Currently causes issues on The Legend of Zelda: Link's Awakening. - NV_parameter_buffer_object can't bind buffers using an offset different to zero. The used workaround is to copy to a temporary buffer (this doesn't happen often so it's not an issue). On the other hand, it has the following advantages: - Shaders build a lot faster. - We have control over how floating point rounding is done over individual instructions (SPIR-V on Vulkan can't do this). - Operations on shared memory can be unsigned and signed. - Transform feedbacks are dynamic state (not yet implemented). - Parameter buffers (uniform buffers) are per stage, matching NVN and hardware's behavior. - The API to bind and create assembly programs makes sense, unlike ARB_separate_shader_objects.
129 lines
3.6 KiB
C++
129 lines
3.6 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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#pragma once
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#include <vector>
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#include <glad/glad.h>
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#include "common/common_types.h"
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#include "common/math_util.h"
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#include "video_core/renderer_base.h"
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#include "video_core/renderer_opengl/gl_device.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_state_tracker.h"
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namespace Core {
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class System;
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}
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namespace Core::Frontend {
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class EmuWindow;
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}
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namespace Layout {
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struct FramebufferLayout;
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}
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namespace OpenGL {
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/// Structure used for storing information about the textures for the Switch screen
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struct TextureInfo {
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OGLTexture resource;
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GLsizei width;
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GLsizei height;
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GLenum gl_format;
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GLenum gl_type;
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Tegra::FramebufferConfig::PixelFormat pixel_format;
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};
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/// Structure used for storing information about the display target for the Switch screen
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struct ScreenInfo {
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GLuint display_texture{};
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bool display_srgb{};
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const Common::Rectangle<float> display_texcoords{0.0f, 0.0f, 1.0f, 1.0f};
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TextureInfo texture;
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};
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struct PresentationTexture {
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u32 width = 0;
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u32 height = 0;
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OGLTexture texture;
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};
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class FrameMailbox;
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class RendererOpenGL final : public VideoCore::RendererBase {
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public:
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explicit RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system,
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Core::Frontend::GraphicsContext& context);
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~RendererOpenGL() override;
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bool Init() override;
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void ShutDown() override;
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void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) override;
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bool TryPresent(int timeout_ms) override;
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private:
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/// Initializes the OpenGL state and creates persistent objects.
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void InitOpenGLObjects();
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void AddTelemetryFields();
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void CreateRasterizer();
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void ConfigureFramebufferTexture(TextureInfo& texture,
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const Tegra::FramebufferConfig& framebuffer);
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/// Draws the emulated screens to the emulator window.
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void DrawScreen(const Layout::FramebufferLayout& layout);
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void RenderScreenshot();
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/// Loads framebuffer from emulated memory into the active OpenGL texture.
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void LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
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/// Fills active OpenGL texture with the given RGB color.Since the color is solid, the texture
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/// can be 1x1 but will stretch across whatever it's rendered on.
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void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
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const TextureInfo& texture);
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void PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer);
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bool Present(int timeout_ms);
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Core::Frontend::EmuWindow& emu_window;
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Core::System& system;
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Core::Frontend::GraphicsContext& context;
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const Device device;
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StateTracker state_tracker{system};
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// OpenGL object IDs
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OGLBuffer vertex_buffer;
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OGLProgram vertex_program;
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OGLProgram fragment_program;
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OGLPipeline pipeline;
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OGLFramebuffer screenshot_framebuffer;
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/// Display information for Switch screen
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ScreenInfo screen_info;
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/// Global dummy shader pipeline
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ProgramManager program_manager;
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/// OpenGL framebuffer data
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std::vector<u8> gl_framebuffer_data;
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/// Used for transforming the framebuffer orientation
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Tegra::FramebufferConfig::TransformFlags framebuffer_transform_flags;
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Common::Rectangle<int> framebuffer_crop_rect;
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/// Frame presentation mailbox
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std::unique_ptr<FrameMailbox> frame_mailbox;
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bool has_debug_tool = false;
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};
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} // namespace OpenGL
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