forked from suyu/suyu
Merge pull request #3521 from ReinUsesLisp/nsight-debug
renderer_opengl: Detect Nvidia Nsight as a debugging tool
This commit is contained in:
commit
e8ded20d24
3 changed files with 159 additions and 144 deletions
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@ -157,7 +157,6 @@ Device::Device() : base_bindings{BuildBaseBindings()} {
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has_precise_bug = TestPreciseBug();
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has_precise_bug = TestPreciseBug();
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has_broken_compute = is_intel_proprietary;
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has_broken_compute = is_intel_proprietary;
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has_fast_buffer_sub_data = is_nvidia;
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has_fast_buffer_sub_data = is_nvidia;
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has_debug_tool = HasExtension(extensions, "GL_EXT_debug_tool");
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LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
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LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
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LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug);
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LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug);
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@ -84,10 +84,6 @@ public:
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return has_fast_buffer_sub_data;
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return has_fast_buffer_sub_data;
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}
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}
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bool HasDebugTool() const {
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return has_debug_tool;
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}
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private:
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private:
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static bool TestVariableAoffi();
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static bool TestVariableAoffi();
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static bool TestPreciseBug();
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static bool TestPreciseBug();
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@ -106,7 +102,6 @@ private:
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bool has_precise_bug{};
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bool has_precise_bug{};
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bool has_broken_compute{};
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bool has_broken_compute{};
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bool has_fast_buffer_sub_data{};
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bool has_fast_buffer_sub_data{};
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bool has_debug_tool{};
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};
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};
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} // namespace OpenGL
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} // namespace OpenGL
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@ -5,8 +5,11 @@
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#include <algorithm>
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#include <algorithm>
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#include <cstddef>
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#include <cstddef>
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#include <cstdlib>
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#include <cstdlib>
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#include <cstring>
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#include <memory>
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#include <memory>
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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#include "common/microprofile.h"
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@ -25,6 +28,8 @@
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namespace OpenGL {
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namespace OpenGL {
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namespace {
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// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
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// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
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// to wait on available presentation frames.
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// to wait on available presentation frames.
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constexpr std::size_t SWAP_CHAIN_SIZE = 3;
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constexpr std::size_t SWAP_CHAIN_SIZE = 3;
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@ -41,6 +46,159 @@ struct Frame {
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bool is_srgb{}; /// Framebuffer is sRGB or RGB
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bool is_srgb{}; /// Framebuffer is sRGB or RGB
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};
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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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/**
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* For smooth Vsync rendering, we want to always present the latest frame that the core generates,
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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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* but also make sure that rendering happens at the pace that the frontend dictates. This is a
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@ -56,7 +214,7 @@ public:
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std::deque<Frame*> present_queue;
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std::deque<Frame*> present_queue;
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Frame* previous_frame{};
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Frame* previous_frame{};
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FrameMailbox() : has_debug_tool{Device().HasDebugTool()} {
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FrameMailbox() : has_debug_tool{HasDebugTool()} {
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for (auto& frame : swap_chain) {
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for (auto& frame : swap_chain) {
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free_queue.push(&frame);
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free_queue.push(&frame);
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}
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}
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@ -188,143 +346,6 @@ private:
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}
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}
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};
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};
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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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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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|
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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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|
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constexpr char FRAGMENT_SHADER[] = R"(
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#version 430 core
|
|
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|
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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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|
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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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|
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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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|
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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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* 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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|
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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:
|
|
||||||
return "OTHER";
|
|
||||||
default:
|
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||||||
UNREACHABLE();
|
|
||||||
return "Unknown source";
|
|
||||||
}
|
|
||||||
}
|
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||||||
|
|
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const char* GetType(GLenum type) {
|
|
||||||
switch (type) {
|
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||||||
case GL_DEBUG_TYPE_ERROR:
|
|
||||||
return "ERROR";
|
|
||||||
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";
|
|
||||||
case GL_DEBUG_TYPE_MARKER:
|
|
||||||
return "MARKER";
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||||||
default:
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|
||||||
UNREACHABLE();
|
|
||||||
return "Unknown type";
|
|
||||||
}
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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[] = "{} {} {}: {}";
|
|
||||||
const char* const str_source = GetSource(source);
|
|
||||||
const char* const str_type = GetType(type);
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|
||||||
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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:
|
|
||||||
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:
|
|
||||||
LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message);
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|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
} // Anonymous namespace
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|
||||||
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|
||||||
RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
|
RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
|
||||||
: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system},
|
: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system},
|
||||||
frame_mailbox{std::make_unique<FrameMailbox>()} {}
|
frame_mailbox{std::make_unique<FrameMailbox>()} {}
|
||||||
|
|
Loading…
Reference in a new issue