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Merge pull request #3182 from ReinUsesLisp/renderer-opengl
renderer_opengl: Miscellaneous clean ups
This commit is contained in:
commit
65b1b05e05
2 changed files with 116 additions and 132 deletions
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@ -24,19 +24,21 @@
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namespace OpenGL {
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static const char vertex_shader[] = R"(
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#version 150 core
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namespace {
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in vec2 vert_position;
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in vec2 vert_tex_coord;
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out vec2 frag_tex_coord;
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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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uniform mat3x2 modelview_matrix;
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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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@ -47,34 +49,29 @@ void main() {
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}
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)";
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static const char fragment_shader[] = R"(
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#version 150 core
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constexpr char fragment_shader[] = R"(
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#version 430 core
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in vec2 frag_tex_coord;
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out vec4 color;
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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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uniform sampler2D color_texture;
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layout (binding = 0) uniform sampler2D color_texture;
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void main() {
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// Swap RGBA -> ABGR so we don't have to do this on the CPU. This needs to change if we have to
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// support more framebuffer pixel formats.
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color = texture(color_texture, frag_tex_coord);
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}
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)";
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/**
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* Vertex structure that the drawn screen rectangles are composed of.
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*/
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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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constexpr GLint PositionLocation = 0;
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constexpr GLint TexCoordLocation = 1;
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constexpr GLint ModelViewMatrixLocation = 0;
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GLfloat position[2];
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GLfloat tex_coord[2];
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struct ScreenRectVertex {
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constexpr ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v)
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: position{{x, 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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/**
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@ -84,18 +81,82 @@ struct ScreenRectVertex {
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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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static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, const float height) {
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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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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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@ -138,9 +199,6 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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prev_state.Apply();
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}
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/**
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* Loads framebuffer from emulated memory into the active OpenGL texture.
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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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@ -181,19 +239,12 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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}
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/**
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* Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can
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* be 1x1 but will stretch across whatever it's rendered on.
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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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/**
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* Initializes the OpenGL state and creates persistent objects.
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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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@ -203,10 +254,6 @@ void RendererOpenGL::InitOpenGLObjects() {
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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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uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
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uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
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attrib_position = glGetAttribLocation(shader.handle, "vert_position");
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attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord");
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// Generate VBO handle for drawing
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vertex_buffer.Create();
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@ -217,14 +264,14 @@ void RendererOpenGL::InitOpenGLObjects() {
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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, attrib_position, 2, GL_FLOAT, GL_FALSE,
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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, attrib_tex_coord, 2, GL_FLOAT, GL_FALSE,
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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, attrib_position, 0);
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glVertexArrayAttribBinding(vertex_array.handle, attrib_tex_coord, 0);
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glEnableVertexArrayAttrib(vertex_array.handle, attrib_position);
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glEnableVertexArrayAttrib(vertex_array.handle, attrib_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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static_cast<f32>(screen_info.texture.height);
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}
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std::array<ScreenRectVertex, 4> vertices = {{
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const std::array 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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};
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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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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
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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.Apply();
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}
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/**
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* Draws the emulated screens to the emulator window.
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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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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(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
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const std::array ortho_matrix =
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MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
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glUniformMatrix3x2fv(ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data());
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// Bind texture in Texture Unit 0
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(uniform_color_texture, 0);
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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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DrawScreenTriangles(screen_info, static_cast<float>(screen.left),
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static_cast<float>(screen.top), static_cast<float>(screen.GetWidth()),
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static_cast<float>(screen.GetHeight()));
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m_current_frame++;
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}
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/// Updates the framerate
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void RendererOpenGL::UpdateFramerate() {}
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void RendererOpenGL::CaptureScreenshot() {
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@ -418,63 +458,6 @@ void RendererOpenGL::CaptureScreenshot() {
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renderer_settings.screenshot_requested = false;
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}
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static const char* GetSource(GLenum source) {
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#define RET(s) \
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case GL_DEBUG_SOURCE_##s: \
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return #s
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switch (source) {
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RET(API);
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RET(WINDOW_SYSTEM);
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RET(SHADER_COMPILER);
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RET(THIRD_PARTY);
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RET(APPLICATION);
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RET(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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#undef RET
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}
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static const char* GetType(GLenum type) {
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#define RET(t) \
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case GL_DEBUG_TYPE_##t: \
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return #t
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switch (type) {
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RET(ERROR);
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RET(DEPRECATED_BEHAVIOR);
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RET(UNDEFINED_BEHAVIOR);
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RET(PORTABILITY);
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RET(PERFORMANCE);
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RET(OTHER);
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RET(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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#undef RET
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}
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static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity,
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GLsizei length, 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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bool RendererOpenGL::Init() {
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Core::Frontend::ScopeAcquireWindowContext acquire_context{render_window};
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@ -495,7 +478,6 @@ bool RendererOpenGL::Init() {
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return true;
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}
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/// Shutdown the renderer
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void RendererOpenGL::ShutDown() {}
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} // namespace OpenGL
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@ -59,21 +59,31 @@ public:
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void ShutDown() 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 DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h);
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/// Updates the framerate.
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void UpdateFramerate();
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void CaptureScreenshot();
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// Loads framebuffer from emulated memory into the display information structure
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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 RGBA color.
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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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@ -94,14 +104,6 @@ private:
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/// OpenGL framebuffer data
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std::vector<u8> gl_framebuffer_data;
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// Shader uniform location indices
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GLuint uniform_modelview_matrix;
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GLuint uniform_color_texture;
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// Shader attribute input indices
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GLuint attrib_position;
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GLuint attrib_tex_coord;
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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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