mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-08 07:05:40 +12:00
Merge pull request #70 from wheremyfoodat/gl_state
More efficient OpenGL state management
This commit is contained in:
commit
f630d519ea
12 changed files with 355 additions and 179 deletions
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@ -83,8 +83,8 @@ else()
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message(FATAL_ERROR "Currently unsupported CPU architecture")
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message(FATAL_ERROR "Currently unsupported CPU architecture")
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endif()
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endif()
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set(SOURCE_FILES src/main.cpp src/emulator.cpp src/io_file.cpp src/core/CPU/cpu_dynarmic.cpp src/core/CPU/dynarmic_cycles.cpp
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set(SOURCE_FILES src/main.cpp src/emulator.cpp src/io_file.cpp src/gl_state.cpp src/core/CPU/cpu_dynarmic.cpp
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src/core/memory.cpp
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src/core/CPU/dynarmic_cycles.cpp src/core/memory.cpp
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)
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)
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set(CRYPTO_SOURCE_FILES src/core/crypto/aes_engine.cpp)
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set(CRYPTO_SOURCE_FILES src/core/crypto/aes_engine.cpp)
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set(KERNEL_SOURCE_FILES src/core/kernel/kernel.cpp src/core/kernel/resource_limits.cpp
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set(KERNEL_SOURCE_FILES src/core/kernel/kernel.cpp src/core/kernel/resource_limits.cpp
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@ -138,7 +138,7 @@ set(HEADER_FILES include/emulator.hpp include/helpers.hpp include/opengl.hpp inc
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include/PICA/dynapica/shader_rec_emitter_x64.hpp include/PICA/pica_hash.hpp include/result/result.hpp
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include/PICA/dynapica/shader_rec_emitter_x64.hpp include/PICA/pica_hash.hpp include/result/result.hpp
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include/result/result_common.hpp include/result/result_fs.hpp include/result/result_fnd.hpp
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include/result/result_common.hpp include/result/result_fs.hpp include/result/result_fnd.hpp
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include/result/result_gsp.hpp include/result/result_kernel.hpp include/result/result_os.hpp
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include/result/result_gsp.hpp include/result/result_kernel.hpp include/result/result_os.hpp
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include/crypto/aes_engine.hpp include/metaprogramming.hpp include/PICA/pica_vertex.hpp
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include/crypto/aes_engine.hpp include/metaprogramming.hpp include/PICA/pica_vertex.hpp include/gl_state.hpp
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)
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)
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set(THIRD_PARTY_SOURCE_FILES third_party/imgui/imgui.cpp
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set(THIRD_PARTY_SOURCE_FILES third_party/imgui/imgui.cpp
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@ -28,7 +28,7 @@ class GPU {
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std::array<vec4f, 16> currentAttributes; // Vertex attributes before being passed to the shader
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std::array<vec4f, 16> currentAttributes; // Vertex attributes before being passed to the shader
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std::array<vec4f, 16> immediateModeAttributes; // Vertex attributes uploaded via immediate mode submission
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std::array<vec4f, 16> immediateModeAttributes; // Vertex attributes uploaded via immediate mode submission
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std::array<PicaVertex, 3> immediateModeVertices;
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std::array<PICA::Vertex, 3> immediateModeVertices;
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uint immediateModeVertIndex;
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uint immediateModeVertIndex;
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uint immediateModeAttrIndex; // Index of the immediate mode attribute we're uploading
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uint immediateModeAttrIndex; // Index of the immediate mode attribute we're uploading
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@ -68,7 +68,7 @@ class GPU {
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u32* cmdBuffCurr = nullptr;
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u32* cmdBuffCurr = nullptr;
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Renderer renderer;
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Renderer renderer;
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PicaVertex getImmediateModeVertex();
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PICA::Vertex getImmediateModeVertex();
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public:
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public:
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// 256 entries per LUT with each LUT as its own row forming a 2D image 256 * LUT_COUNT
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// 256 entries per LUT with each LUT as its own row forming a 2D image 256 * LUT_COUNT
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@ -81,7 +81,7 @@ class GPU {
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// Set to false by the renderer when the lighting_lut is uploaded ot the GPU
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// Set to false by the renderer when the lighting_lut is uploaded ot the GPU
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bool lightingLUTDirty = false;
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bool lightingLUTDirty = false;
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GPU(Memory& mem);
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GPU(Memory& mem, GLStateManager& gl);
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void initGraphicsContext() { renderer.initGraphicsContext(); }
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void initGraphicsContext() { renderer.initGraphicsContext(); }
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void getGraphicsContext() { renderer.getGraphicsContext(); }
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void getGraphicsContext() { renderer.getGraphicsContext(); }
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void display() { renderer.display(); }
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void display() { renderer.display(); }
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@ -2,8 +2,9 @@
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#include "PICA/float_types.hpp"
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#include "PICA/float_types.hpp"
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#include <array>
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#include <array>
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// A representation of the output vertex as it comes out of the vertex shader, with padding and all
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namespace PICA {
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struct PicaVertex {
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// A representation of the output vertex as it comes out of the vertex shader, with padding and all
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struct Vertex {
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using vec2f = std::array<Floats::f24, 2>;
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using vec2f = std::array<Floats::f24, 2>;
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using vec3f = std::array<Floats::f24, 3>;
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using vec3f = std::array<Floats::f24, 3>;
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using vec4f = std::array<Floats::f24, 4>;
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using vec4f = std::array<Floats::f24, 4>;
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@ -26,11 +27,12 @@ struct PicaVertex {
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// The software, non-accelerated vertex loader writes here and then reads specific components from the above struct
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// The software, non-accelerated vertex loader writes here and then reads specific components from the above struct
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Floats::f24 raw[0x20];
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Floats::f24 raw[0x20];
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};
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};
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PicaVertex() {}
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Vertex() {}
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};
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};
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} // namespace PICA
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// Float is used here instead of Floats::f24 to ensure that Floats::f24 is properly sized for direct interpretations as a float by the render backend
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// Float is used here instead of Floats::f24 to ensure that Floats::f24 is properly sized for direct interpretations as a float by the render backend
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#define ASSERT_POS(member, pos) static_assert(offsetof(PicaVertex, s.member) == pos * sizeof(float), "PicaVertex struct is broken!");
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#define ASSERT_POS(member, pos) static_assert(offsetof(PICA::Vertex, s.member) == pos * sizeof(float), "PICA::Vertex struct is broken!");
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ASSERT_POS(positions, 0)
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ASSERT_POS(positions, 0)
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ASSERT_POS(quaternion, 4)
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ASSERT_POS(quaternion, 4)
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@ -11,7 +11,7 @@
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#include "crypto/aes_engine.hpp"
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#include "crypto/aes_engine.hpp"
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#include "io_file.hpp"
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#include "io_file.hpp"
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#include "memory.hpp"
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#include "memory.hpp"
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#include "opengl.hpp"
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#include "gl_state.hpp"
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enum class ROMType { None, ELF, NCSD };
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enum class ROMType { None, ELF, NCSD };
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@ -22,6 +22,7 @@ class Emulator {
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Kernel kernel;
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Kernel kernel;
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Crypto::AESEngine aesEngine;
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Crypto::AESEngine aesEngine;
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GLStateManager gl;
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SDL_Window* window;
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SDL_Window* window;
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SDL_GLContext glContext;
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SDL_GLContext glContext;
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SDL_GameController* gameController;
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SDL_GameController* gameController;
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@ -56,5 +57,5 @@ class Emulator {
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bool loadNCSD(const std::filesystem::path& path);
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bool loadNCSD(const std::filesystem::path& path);
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bool loadELF(const std::filesystem::path& path);
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bool loadELF(const std::filesystem::path& path);
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bool loadELF(std::ifstream& file);
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bool loadELF(std::ifstream& file);
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void initGraphicsContext() { gpu.initGraphicsContext(); }
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void initGraphicsContext();
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};
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};
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140
include/gl_state.hpp
Normal file
140
include/gl_state.hpp
Normal file
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@ -0,0 +1,140 @@
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#pragma once
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#include <type_traits>
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#include "opengl.hpp"
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// GL state manager object for use in the OpenGL GPU renderer and potentially other things in the future (such as a potential ImGui GUI)
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// This object is meant to help us avoid duplicate OpenGL calls (such as binding the same program twice, enabling/disabling a setting twice, etc)
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// by checking if we actually *need* a state change. This is meant to avoid expensive driver calls and minimize unneeded state changes
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// A lot of code is in the header file instead of the relevant source file to make sure stuff gets inlined even without LTO, and
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// because this header should ideally not be getting included in too many places
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// Code that does not need inlining however, like the reset() function should be in gl_state.cpp
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// This state manager may not handle every aspect of OpenGL, in which case anything not handled here should just be manipulated with raw
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// OpenGL/opengl.hpp calls However, anything that can be handled through the state manager should, or at least there should be an attempt to keep it
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// consistent with the current GL state to avoid bugs/suboptimal code.
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// The state manager must *also* be a trivially constructible/destructible type, to ensure that no OpenGL functions get called sneakily without us
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// knowing. This is important for when we want to eg add a Vulkan or misc backend. Would definitely not want to refactor all this. So we try to be as
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// backend-agnostic as possible
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struct GLStateManager {
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bool blendEnabled;
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bool depthEnabled;
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bool scissorEnabled;
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// Colour/depth masks
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bool redMask, greenMask, blueMask, alphaMask;
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bool depthMask;
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GLuint boundVAO;
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GLuint boundVBO;
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GLuint currentProgram;
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GLenum depthFunc;
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void reset();
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void resetBlend();
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void resetColourMask();
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void resetDepth();
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void resetVAO();
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void resetVBO();
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void resetProgram();
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void resetScissor();
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void enableDepth() {
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if (!depthEnabled) {
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depthEnabled = true;
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OpenGL::enableDepth();
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}
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}
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void disableDepth() {
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if (depthEnabled) {
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depthEnabled = false;
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OpenGL::disableDepth();
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}
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}
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void enableBlend() {
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if (!blendEnabled) {
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blendEnabled = true;
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OpenGL::enableBlend();
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}
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}
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void disableBlend() {
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if (blendEnabled) {
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blendEnabled = false;
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OpenGL::disableBlend();
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}
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}
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void enableScissor() {
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if (!scissorEnabled) {
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scissorEnabled = true;
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OpenGL::enableScissor();
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}
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}
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void disableScissor() {
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if (scissorEnabled) {
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scissorEnabled = false;
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OpenGL::disableScissor();
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}
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}
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void bindVAO(GLuint handle) {
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if (boundVAO != handle) {
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boundVAO = handle;
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glBindVertexArray(handle);
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}
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}
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void bindVBO(GLuint handle) {
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if (boundVBO != handle) {
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boundVBO = handle;
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glBindBuffer(GL_ARRAY_BUFFER, handle);
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}
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}
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void useProgram(GLuint handle) {
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if (currentProgram != handle) {
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currentProgram = handle;
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glUseProgram(handle);
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}
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}
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void bindVAO(const OpenGL::VertexArray& vao) { bindVAO(vao.handle()); }
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void bindVBO(const OpenGL::VertexBuffer& vbo) { bindVBO(vbo.handle()); }
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void useProgram(const OpenGL::Program& program) { useProgram(program.handle()); }
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void setColourMask(bool r, bool g, bool b, bool a) {
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if (r != redMask || g != greenMask || b != blueMask || a != alphaMask) {
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r = redMask;
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g = greenMask;
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b = blueMask;
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a = alphaMask;
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OpenGL::setColourMask(r, g, b, a);
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}
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}
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void setDepthMask(bool mask) {
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if (depthMask != mask) {
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depthMask = mask;
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OpenGL::setDepthMask(mask);
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}
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}
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void setDepthFunc(GLenum func) {
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if (depthFunc != func) {
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depthFunc = func;
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glDepthFunc(func);
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}
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}
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void setDepthFunc(OpenGL::DepthFunc func) { setDepthFunc(static_cast<GLenum>(func)); }
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};
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static_assert(std::is_trivially_constructible<GLStateManager>(), "OpenGL State Manager class is not trivially constructible!");
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static_assert(std::is_trivially_destructible<GLStateManager>(), "OpenGL State Manager class is not trivially destructible!");
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@ -128,9 +128,9 @@ namespace OpenGL {
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#ifdef OPENGL_DESTRUCTORS
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#ifdef OPENGL_DESTRUCTORS
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~VertexArray() { free(); }
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~VertexArray() { free(); }
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#endif
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#endif
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GLuint handle() { return m_handle; }
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GLuint handle() const { return m_handle; }
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bool exists() { return m_handle != 0; }
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bool exists() const { return m_handle != 0; }
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void bind() { glBindVertexArray(m_handle); }
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void bind() const { glBindVertexArray(m_handle); }
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template <typename T>
|
template <typename T>
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void setAttributeFloat(GLuint index, GLint size, GLsizei stride, const void* offset, bool normalized = GL_FALSE) {
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void setAttributeFloat(GLuint index, GLint size, GLsizei stride, const void* offset, bool normalized = GL_FALSE) {
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@ -299,11 +299,11 @@ namespace OpenGL {
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#ifdef OPENGL_DESTRUCTORS
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#ifdef OPENGL_DESTRUCTORS
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~Texture() { free(); }
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~Texture() { free(); }
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#endif
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#endif
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GLuint handle() { return m_handle; }
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GLuint handle() const { return m_handle; }
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bool exists() { return m_handle != 0; }
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bool exists() const { return m_handle != 0; }
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void bind() { glBindTexture(m_binding, m_handle); }
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void bind() const { glBindTexture(m_binding, m_handle); }
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int width() { return m_width; }
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int width() const { return m_width; }
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int height() { return m_height; }
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int height() const { return m_height; }
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|
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void free() { glDeleteTextures(1, &m_handle); }
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void free() { glDeleteTextures(1, &m_handle); }
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};
|
};
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|
@ -327,10 +327,10 @@ namespace OpenGL {
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#ifdef OPENGL_DESTRUCTORS
|
#ifdef OPENGL_DESTRUCTORS
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~Framebuffer() { free(); }
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~Framebuffer() { free(); }
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#endif
|
#endif
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GLuint handle() { return m_handle; }
|
GLuint handle() const { return m_handle; }
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bool exists() { return m_handle != 0; }
|
bool exists() const { return m_handle != 0; }
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void bind(GLenum target) { glBindFramebuffer(target, m_handle); }
|
void bind(GLenum target) const { glBindFramebuffer(target, m_handle); }
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void bind(FramebufferTypes target) { bind(static_cast<GLenum>(target)); }
|
void bind(FramebufferTypes target) const { bind(static_cast<GLenum>(target)); }
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void free() { glDeleteFramebuffers(1, &m_handle); }
|
void free() { glDeleteFramebuffers(1, &m_handle); }
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|
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void createWithTexture(Texture& tex, GLenum mode = GL_FRAMEBUFFER, GLenum textureType = GL_TEXTURE_2D) {
|
void createWithTexture(Texture& tex, GLenum mode = GL_FRAMEBUFFER, GLenum textureType = GL_TEXTURE_2D) {
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|
@ -392,8 +392,8 @@ namespace OpenGL {
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return m_handle != 0;
|
return m_handle != 0;
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}
|
}
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|
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GLuint handle() { return m_handle; }
|
GLuint handle() const { return m_handle; }
|
||||||
bool exists() { return m_handle != 0; }
|
bool exists() const { return m_handle != 0; }
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||||||
};
|
};
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|
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struct Program {
|
struct Program {
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|
@ -421,9 +421,9 @@ namespace OpenGL {
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return m_handle != 0;
|
return m_handle != 0;
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}
|
}
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|
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GLuint handle() { return m_handle; }
|
GLuint handle() const { return m_handle; }
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bool exists() { return m_handle != 0; }
|
bool exists() const { return m_handle != 0; }
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||||||
void use() { glUseProgram(m_handle); }
|
void use() const { glUseProgram(m_handle); }
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||||||
};
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};
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|
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static void dispatchCompute(GLuint groupsX = 1, GLuint groupsY = 1, GLuint groupsZ = 1) {
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static void dispatchCompute(GLuint groupsX = 1, GLuint groupsY = 1, GLuint groupsZ = 1) {
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|
@ -454,9 +454,9 @@ namespace OpenGL {
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#ifdef OPENGL_DESTRUCTORS
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#ifdef OPENGL_DESTRUCTORS
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~VertexBuffer() { free(); }
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~VertexBuffer() { free(); }
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#endif
|
#endif
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||||||
GLuint handle() { return m_handle; }
|
GLuint handle() const { return m_handle; }
|
||||||
bool exists() { return m_handle != 0; }
|
bool exists() const { return m_handle != 0; }
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||||||
void bind() { glBindBuffer(GL_ARRAY_BUFFER, m_handle); }
|
void bind() const { glBindBuffer(GL_ARRAY_BUFFER, m_handle); }
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void free() { glDeleteBuffers(1, &m_handle); }
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void free() { glDeleteBuffers(1, &m_handle); }
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|
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// Reallocates the buffer on every call. Prefer the sub version if possible.
|
// Reallocates the buffer on every call. Prefer the sub version if possible.
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|
@ -528,6 +528,8 @@ namespace OpenGL {
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||||||
static void disableClipPlane(GLuint index) { glDisable(GL_CLIP_DISTANCE0 + index); }
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static void disableClipPlane(GLuint index) { glDisable(GL_CLIP_DISTANCE0 + index); }
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||||||
|
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||||||
static void setDepthFunc(DepthFunc func) { glDepthFunc(static_cast<GLenum>(func)); }
|
static void setDepthFunc(DepthFunc func) { glDepthFunc(static_cast<GLenum>(func)); }
|
||||||
|
static void setColourMask(GLboolean r, GLboolean g, GLboolean b, GLboolean a) { glColorMask(r, g, b, a); }
|
||||||
|
static void setDepthMask(GLboolean mask) { glDepthMask(mask); }
|
||||||
|
|
||||||
enum Primitives {
|
enum Primitives {
|
||||||
Triangle = GL_TRIANGLES,
|
Triangle = GL_TRIANGLES,
|
||||||
|
@ -671,16 +673,16 @@ namespace OpenGL {
|
||||||
struct Rectangle {
|
struct Rectangle {
|
||||||
T x, y, width, height;
|
T x, y, width, height;
|
||||||
|
|
||||||
std::pair<T, T> topLeft() { return std::make_pair(x, y); }
|
std::pair<T, T> topLeft() const { return std::make_pair(x, y); }
|
||||||
std::pair<T, T> topRight() { return std::make_pair(x + width, y); }
|
std::pair<T, T> topRight() const { return std::make_pair(x + width, y); }
|
||||||
std::pair<T, T> bottomLeft() { return std::make_pair(x, y + height); }
|
std::pair<T, T> bottomLeft() const { return std::make_pair(x, y + height); }
|
||||||
std::pair<T, T> bottomRight() { return std::make_pair(x + width, y + height); }
|
std::pair<T, T> bottomRight() const { return std::make_pair(x + width, y + height); }
|
||||||
|
|
||||||
Rectangle() : x(0), y(0), width(0), height(0) {}
|
Rectangle() : x(0), y(0), width(0), height(0) {}
|
||||||
Rectangle(T x, T y, T width, T height) : x(x), y(y), width(width), height(height) {}
|
Rectangle(T x, T y, T width, T height) : x(x), y(y), width(width), height(height) {}
|
||||||
|
|
||||||
bool isEmpty() { return width == 0 && height == 0; }
|
bool isEmpty() const { return width == 0 && height == 0; }
|
||||||
bool isLine() { return (width == 0 && height != 0) || (width != 0 && height == 0); }
|
bool isLine() const { return (width == 0 && height != 0) || (width != 0 && height == 0); }
|
||||||
|
|
||||||
void setEmpty() { x = y = width = height = 0; }
|
void setEmpty() { x = y = width = height = 0; }
|
||||||
};
|
};
|
||||||
|
|
|
@ -3,9 +3,9 @@
|
||||||
#include <span>
|
#include <span>
|
||||||
|
|
||||||
#include "PICA/float_types.hpp"
|
#include "PICA/float_types.hpp"
|
||||||
|
#include "gl_state.hpp"
|
||||||
#include "helpers.hpp"
|
#include "helpers.hpp"
|
||||||
#include "logger.hpp"
|
#include "logger.hpp"
|
||||||
#include "opengl.hpp"
|
|
||||||
#include "surface_cache.hpp"
|
#include "surface_cache.hpp"
|
||||||
#include "textures.hpp"
|
#include "textures.hpp"
|
||||||
#include "PICA/regs.hpp"
|
#include "PICA/regs.hpp"
|
||||||
|
@ -16,13 +16,13 @@ class GPU;
|
||||||
|
|
||||||
class Renderer {
|
class Renderer {
|
||||||
GPU& gpu;
|
GPU& gpu;
|
||||||
|
GLStateManager& gl;
|
||||||
|
|
||||||
OpenGL::Program triangleProgram;
|
OpenGL::Program triangleProgram;
|
||||||
OpenGL::Program displayProgram;
|
OpenGL::Program displayProgram;
|
||||||
|
|
||||||
OpenGL::VertexArray vao;
|
OpenGL::VertexArray vao;
|
||||||
OpenGL::VertexBuffer vbo;
|
OpenGL::VertexBuffer vbo;
|
||||||
GLint alphaControlLoc = -1;
|
|
||||||
GLint texUnitConfigLoc = -1;
|
|
||||||
|
|
||||||
// TEV configuration uniform locations
|
// TEV configuration uniform locations
|
||||||
GLint textureEnvSourceLoc = -1;
|
GLint textureEnvSourceLoc = -1;
|
||||||
|
@ -30,8 +30,8 @@ class Renderer {
|
||||||
GLint textureEnvCombinerLoc = -1;
|
GLint textureEnvCombinerLoc = -1;
|
||||||
GLint textureEnvColorLoc = -1;
|
GLint textureEnvColorLoc = -1;
|
||||||
GLint textureEnvScaleLoc = -1;
|
GLint textureEnvScaleLoc = -1;
|
||||||
GLint textureEnvUpdateBufferLoc = -1;
|
|
||||||
GLint textureEnvBufferColorLoc = -1;
|
// Uniform of PICA registers
|
||||||
GLint picaRegLoc = -1;
|
GLint picaRegLoc = -1;
|
||||||
|
|
||||||
// Depth configuration uniform locations
|
// Depth configuration uniform locations
|
||||||
|
@ -39,9 +39,6 @@ class Renderer {
|
||||||
GLint depthScaleLoc = -1;
|
GLint depthScaleLoc = -1;
|
||||||
GLint depthmapEnableLoc = -1;
|
GLint depthmapEnableLoc = -1;
|
||||||
|
|
||||||
u32 oldAlphaControl = 0;
|
|
||||||
u32 oldTexUnitConfig = 0;
|
|
||||||
|
|
||||||
float oldDepthScale = -1.0;
|
float oldDepthScale = -1.0;
|
||||||
float oldDepthOffset = 0.0;
|
float oldDepthOffset = 0.0;
|
||||||
bool oldDepthmapEnable = false;
|
bool oldDepthmapEnable = false;
|
||||||
|
@ -81,7 +78,7 @@ class Renderer {
|
||||||
void updateLightingLUT();
|
void updateLightingLUT();
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Renderer(GPU& gpu, const std::array<u32, regNum>& internalRegs) : gpu(gpu), regs(internalRegs) {}
|
Renderer(GPU& gpu, GLStateManager& gl, const std::array<u32, regNum>& internalRegs) : gpu(gpu), gl(gl), regs(internalRegs) {}
|
||||||
|
|
||||||
void reset();
|
void reset();
|
||||||
void display(); // Display the 3DS screen contents to the window
|
void display(); // Display the 3DS screen contents to the window
|
||||||
|
@ -89,7 +86,7 @@ class Renderer {
|
||||||
void getGraphicsContext(); // Set up graphics context for rendering
|
void getGraphicsContext(); // Set up graphics context for rendering
|
||||||
void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control); // Clear a GPU buffer in VRAM
|
void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control); // Clear a GPU buffer in VRAM
|
||||||
void displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags); // Perform display transfer
|
void displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags); // Perform display transfer
|
||||||
void drawVertices(PICA::PrimType primType, std::span<const PicaVertex> vertices); // Draw the given vertices
|
void drawVertices(PICA::PrimType primType, std::span<const PICA::Vertex> vertices); // Draw the given vertices
|
||||||
|
|
||||||
void setFBSize(u32 width, u32 height) {
|
void setFBSize(u32 width, u32 height) {
|
||||||
fbSize.x() = width;
|
fbSize.x() = width;
|
||||||
|
|
|
@ -10,8 +10,9 @@
|
||||||
|
|
||||||
using namespace Floats;
|
using namespace Floats;
|
||||||
|
|
||||||
|
// Note: For when we have multiple backends, the GL state manager can stay here and have the constructor for the Vulkan-or-whatever renderer ignore it
|
||||||
GPU::GPU(Memory& mem) : mem(mem), renderer(*this, regs) {
|
// Thus, our GLStateManager being here does not negatively impact renderer-agnosticness
|
||||||
|
GPU::GPU(Memory& mem, GLStateManager& gl) : mem(mem), renderer(*this, gl, regs) {
|
||||||
vram = new u8[vramSize];
|
vram = new u8[vramSize];
|
||||||
mem.setVRAM(vram); // Give the bus a pointer to our VRAM
|
mem.setVRAM(vram); // Give the bus a pointer to our VRAM
|
||||||
}
|
}
|
||||||
|
@ -22,6 +23,7 @@ void GPU::reset() {
|
||||||
shaderJIT.reset();
|
shaderJIT.reset();
|
||||||
std::memset(vram, 0, vramSize);
|
std::memset(vram, 0, vramSize);
|
||||||
lightingLUT.fill(0);
|
lightingLUT.fill(0);
|
||||||
|
lightingLUTDirty = true;
|
||||||
|
|
||||||
totalAttribCount = 0;
|
totalAttribCount = 0;
|
||||||
fixedAttribMask = 0;
|
fixedAttribMask = 0;
|
||||||
|
@ -60,7 +62,7 @@ void GPU::drawArrays(bool indexed) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static std::array<PicaVertex, Renderer::vertexBufferSize> vertices;
|
static std::array<PICA::Vertex, Renderer::vertexBufferSize> vertices;
|
||||||
|
|
||||||
template <bool indexed, bool useShaderJIT>
|
template <bool indexed, bool useShaderJIT>
|
||||||
void GPU::drawArrays() {
|
void GPU::drawArrays() {
|
||||||
|
@ -248,7 +250,7 @@ void GPU::drawArrays() {
|
||||||
shaderUnit.vs.run();
|
shaderUnit.vs.run();
|
||||||
}
|
}
|
||||||
|
|
||||||
PicaVertex& out = vertices[i];
|
PICA::Vertex& out = vertices[i];
|
||||||
// Map shader outputs to fixed function properties
|
// Map shader outputs to fixed function properties
|
||||||
const u32 totalShaderOutputs = regs[PICA::InternalRegs::ShaderOutputCount] & 7;
|
const u32 totalShaderOutputs = regs[PICA::InternalRegs::ShaderOutputCount] & 7;
|
||||||
for (int i = 0; i < totalShaderOutputs; i++) {
|
for (int i = 0; i < totalShaderOutputs; i++) {
|
||||||
|
@ -264,8 +266,8 @@ void GPU::drawArrays() {
|
||||||
renderer.drawVertices(primType, std::span(vertices).first(vertexCount));
|
renderer.drawVertices(primType, std::span(vertices).first(vertexCount));
|
||||||
}
|
}
|
||||||
|
|
||||||
PicaVertex GPU::getImmediateModeVertex() {
|
PICA::Vertex GPU::getImmediateModeVertex() {
|
||||||
PicaVertex v;
|
PICA::Vertex v;
|
||||||
const int totalAttrCount = (regs[PICA::InternalRegs::VertexShaderAttrNum] & 0xf) + 1;
|
const int totalAttrCount = (regs[PICA::InternalRegs::VertexShaderAttrNum] & 0xf) + 1;
|
||||||
|
|
||||||
// Copy immediate mode attributes to vertex shader unit
|
// Copy immediate mode attributes to vertex shader unit
|
||||||
|
|
|
@ -188,7 +188,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
|
||||||
|
|
||||||
immediateModeAttributes[immediateModeAttrIndex++] = attr;
|
immediateModeAttributes[immediateModeAttrIndex++] = attr;
|
||||||
if (immediateModeAttrIndex == totalAttrCount) {
|
if (immediateModeAttrIndex == totalAttrCount) {
|
||||||
PicaVertex v = getImmediateModeVertex();
|
PICA::Vertex v = getImmediateModeVertex();
|
||||||
immediateModeAttrIndex = 0;
|
immediateModeAttrIndex = 0;
|
||||||
immediateModeVertices[immediateModeVertIndex++] = v;
|
immediateModeVertices[immediateModeVertIndex++] = v;
|
||||||
|
|
||||||
|
|
|
@ -34,12 +34,11 @@ const char* vertexShader = R"(
|
||||||
|
|
||||||
// TEV uniforms
|
// TEV uniforms
|
||||||
uniform uint u_textureEnvColor[6];
|
uniform uint u_textureEnvColor[6];
|
||||||
uniform uint u_textureEnvBufferColor;
|
uniform uint u_picaRegs[0x200 - 0x48];
|
||||||
uniform uint u_picaRegs[0x200 - 0x47];
|
|
||||||
|
|
||||||
// Helper so that the implementation of u_pica_regs can be changed later
|
// Helper so that the implementation of u_pica_regs can be changed later
|
||||||
uint readPicaReg(uint reg_addr){
|
uint readPicaReg(uint reg_addr){
|
||||||
return u_picaRegs[reg_addr - 0x47];
|
return u_picaRegs[reg_addr - 0x48];
|
||||||
}
|
}
|
||||||
|
|
||||||
vec4 abgr8888ToVec4(uint abgr) {
|
vec4 abgr8888ToVec4(uint abgr) {
|
||||||
|
@ -96,7 +95,7 @@ const char* vertexShader = R"(
|
||||||
v_textureEnvColor[i] = abgr8888ToVec4(u_textureEnvColor[i]);
|
v_textureEnvColor[i] = abgr8888ToVec4(u_textureEnvColor[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
v_textureEnvBufferColor = abgr8888ToVec4(u_textureEnvBufferColor);
|
v_textureEnvBufferColor = abgr8888ToVec4(readPicaReg(0xFD));
|
||||||
|
|
||||||
// Parse clipping plane registers
|
// Parse clipping plane registers
|
||||||
// The plane registers describe a clipping plane in the form of Ax + By + Cz + D = 0
|
// The plane registers describe a clipping plane in the form of Ax + By + Cz + D = 0
|
||||||
|
@ -131,15 +130,11 @@ const char* fragmentShader = R"(
|
||||||
|
|
||||||
out vec4 fragColour;
|
out vec4 fragColour;
|
||||||
|
|
||||||
uniform uint u_alphaControl;
|
|
||||||
uniform uint u_textureConfig;
|
|
||||||
|
|
||||||
// TEV uniforms
|
// TEV uniforms
|
||||||
uniform uint u_textureEnvSource[6];
|
uniform uint u_textureEnvSource[6];
|
||||||
uniform uint u_textureEnvOperand[6];
|
uniform uint u_textureEnvOperand[6];
|
||||||
uniform uint u_textureEnvCombiner[6];
|
uniform uint u_textureEnvCombiner[6];
|
||||||
uniform uint u_textureEnvScale[6];
|
uniform uint u_textureEnvScale[6];
|
||||||
uniform uint u_textureEnvUpdateBuffer;
|
|
||||||
|
|
||||||
// Depth control uniforms
|
// Depth control uniforms
|
||||||
uniform float u_depthScale;
|
uniform float u_depthScale;
|
||||||
|
@ -151,11 +146,11 @@ const char* fragmentShader = R"(
|
||||||
uniform sampler2D u_tex2;
|
uniform sampler2D u_tex2;
|
||||||
uniform sampler1DArray u_tex_lighting_lut;
|
uniform sampler1DArray u_tex_lighting_lut;
|
||||||
|
|
||||||
uniform uint u_picaRegs[0x200 - 0x47];
|
uniform uint u_picaRegs[0x200 - 0x48];
|
||||||
|
|
||||||
// Helper so that the implementation of u_pica_regs can be changed later
|
// Helper so that the implementation of u_pica_regs can be changed later
|
||||||
uint readPicaReg(uint reg_addr){
|
uint readPicaReg(uint reg_addr){
|
||||||
return u_picaRegs[reg_addr - 0x47];
|
return u_picaRegs[reg_addr - 0x48];
|
||||||
}
|
}
|
||||||
|
|
||||||
vec4 tevSources[16];
|
vec4 tevSources[16];
|
||||||
|
@ -340,7 +335,7 @@ const char* fragmentShader = R"(
|
||||||
|
|
||||||
bool error_unimpl = false;
|
bool error_unimpl = false;
|
||||||
|
|
||||||
for (uint i = 0; i < GPUREG_LIGHTING_NUM_LIGHTS; i++){
|
for (uint i = 0; i < GPUREG_LIGHTING_NUM_LIGHTS; i++) {
|
||||||
uint light_id = bitfieldExtract(GPUREG_LIGHTING_LIGHT_PERMUTATION,int(i*3),3);
|
uint light_id = bitfieldExtract(GPUREG_LIGHTING_LIGHT_PERMUTATION,int(i*3),3);
|
||||||
|
|
||||||
uint GPUREG_LIGHTi_SPECULAR0 = readPicaReg(0x0140 + 0x10 * light_id);
|
uint GPUREG_LIGHTi_SPECULAR0 = readPicaReg(0x0140 + 0x10 * light_id);
|
||||||
|
@ -363,8 +358,8 @@ const char* fragmentShader = R"(
|
||||||
|
|
||||||
vec3 half_vector = normalize(normalize(light_vector) + view);
|
vec3 half_vector = normalize(normalize(light_vector) + view);
|
||||||
|
|
||||||
for(int c = 0; c < 7; c++){
|
for (int c = 0; c < 7; c++) {
|
||||||
if(bitfieldExtract(GPUREG_LIGHTING_CONFIG1, 16 + c, 1) == 0){
|
if (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, 16 + c, 1) == 0){
|
||||||
uint scale_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SCALE, c * 4, 3);
|
uint scale_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SCALE, c * 4, 3);
|
||||||
float scale = float(1u << scale_id);
|
float scale = float(1u << scale_id);
|
||||||
if (scale_id >= 6u)
|
if (scale_id >= 6u)
|
||||||
|
@ -404,15 +399,15 @@ const char* fragmentShader = R"(
|
||||||
d[D1_LUT] = 0.0;
|
d[D1_LUT] = 0.0;
|
||||||
d[FR_LUT] = 0.0;
|
d[FR_LUT] = 0.0;
|
||||||
d[RG_LUT]= d[RB_LUT] = d[RR_LUT];
|
d[RG_LUT]= d[RB_LUT] = d[RR_LUT];
|
||||||
} else if(lookup_config == 1) {
|
} else if (lookup_config == 1) {
|
||||||
d[D0_LUT] = 0.0;
|
d[D0_LUT] = 0.0;
|
||||||
d[D1_LUT] = 0.0;
|
d[D1_LUT] = 0.0;
|
||||||
d[RG_LUT] = d[RB_LUT] = d[RR_LUT];
|
d[RG_LUT] = d[RB_LUT] = d[RR_LUT];
|
||||||
} else if(lookup_config == 2) {
|
} else if (lookup_config == 2) {
|
||||||
d[FR_LUT] = 0.0;
|
d[FR_LUT] = 0.0;
|
||||||
d[SP_LUT] = 0.0;
|
d[SP_LUT] = 0.0;
|
||||||
d[RG_LUT] = d[RB_LUT] = d[RR_LUT];
|
d[RG_LUT] = d[RB_LUT] = d[RR_LUT];
|
||||||
} else if(lookup_config == 3) {
|
} else if (lookup_config == 3) {
|
||||||
d[SP_LUT] = 0.0;
|
d[SP_LUT] = 0.0;
|
||||||
d[RG_LUT]= d[RB_LUT] = d[RR_LUT] = 1.0;
|
d[RG_LUT]= d[RB_LUT] = d[RR_LUT] = 1.0;
|
||||||
} else if (lookup_config == 4) {
|
} else if (lookup_config == 4) {
|
||||||
|
@ -453,20 +448,22 @@ const char* fragmentShader = R"(
|
||||||
}
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
vec2 tex2UV = (u_textureConfig & (1u << 13)) != 0u ? v_texcoord1 : v_texcoord2;
|
|
||||||
|
|
||||||
// TODO: what do invalid sources and disabled textures read as?
|
// TODO: what do invalid sources and disabled textures read as?
|
||||||
// And what does the "previous combiner" source read initially?
|
// And what does the "previous combiner" source read initially?
|
||||||
tevSources[0] = v_colour; // Primary/vertex color
|
tevSources[0] = v_colour; // Primary/vertex color
|
||||||
calcLighting(tevSources[1],tevSources[2]);
|
calcLighting(tevSources[1],tevSources[2]);
|
||||||
|
|
||||||
if ((u_textureConfig & 1u) != 0u) tevSources[3] = texture(u_tex0, v_texcoord0.xy);
|
uint textureConfig = readPicaReg(0x80);
|
||||||
if ((u_textureConfig & 2u) != 0u) tevSources[4] = texture(u_tex1, v_texcoord1);
|
vec2 tex2UV = (textureConfig & (1u << 13)) != 0u ? v_texcoord1 : v_texcoord2;
|
||||||
if ((u_textureConfig & 4u) != 0u) tevSources[5] = texture(u_tex2, tex2UV);
|
|
||||||
|
if ((textureConfig & 1u) != 0u) tevSources[3] = texture(u_tex0, v_texcoord0.xy);
|
||||||
|
if ((textureConfig & 2u) != 0u) tevSources[4] = texture(u_tex1, v_texcoord1);
|
||||||
|
if ((textureConfig & 4u) != 0u) tevSources[5] = texture(u_tex2, tex2UV);
|
||||||
tevSources[13] = vec4(0.0); // Previous buffer
|
tevSources[13] = vec4(0.0); // Previous buffer
|
||||||
tevSources[15] = vec4(0.0); // Previous combiner
|
tevSources[15] = vec4(0.0); // Previous combiner
|
||||||
|
|
||||||
tevNextPreviousBuffer = v_textureEnvBufferColor;
|
tevNextPreviousBuffer = v_textureEnvBufferColor;
|
||||||
|
uint textureEnvUpdateBuffer = readPicaReg(0xE0);
|
||||||
|
|
||||||
for (int i = 0; i < 6; i++) {
|
for (int i = 0; i < 6; i++) {
|
||||||
tevSources[14] = v_textureEnvColor[i]; // Constant color
|
tevSources[14] = v_textureEnvColor[i]; // Constant color
|
||||||
|
@ -474,11 +471,11 @@ const char* fragmentShader = R"(
|
||||||
tevSources[13] = tevNextPreviousBuffer;
|
tevSources[13] = tevNextPreviousBuffer;
|
||||||
|
|
||||||
if (i < 4) {
|
if (i < 4) {
|
||||||
if ((u_textureEnvUpdateBuffer & (0x100u << i)) != 0u) {
|
if ((textureEnvUpdateBuffer & (0x100u << i)) != 0u) {
|
||||||
tevNextPreviousBuffer.rgb = tevSources[15].rgb;
|
tevNextPreviousBuffer.rgb = tevSources[15].rgb;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((u_textureEnvUpdateBuffer & (0x1000u << i)) != 0u) {
|
if ((textureEnvUpdateBuffer & (0x1000u << i)) != 0u) {
|
||||||
tevNextPreviousBuffer.a = tevSources[15].a;
|
tevNextPreviousBuffer.a = tevSources[15].a;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -503,9 +500,11 @@ const char* fragmentShader = R"(
|
||||||
// Write final fragment depth
|
// Write final fragment depth
|
||||||
gl_FragDepth = depth;
|
gl_FragDepth = depth;
|
||||||
|
|
||||||
if ((u_alphaControl & 1u) != 0u) { // Check if alpha test is on
|
// Perform alpha test
|
||||||
uint func = (u_alphaControl >> 4u) & 7u;
|
uint alphaControl = readPicaReg(0x104);
|
||||||
float reference = float((u_alphaControl >> 8u) & 0xffu) / 255.0;
|
if ((alphaControl & 1u) != 0u) { // Check if alpha test is on
|
||||||
|
uint func = (alphaControl >> 4u) & 7u;
|
||||||
|
float reference = float((alphaControl >> 8u) & 0xffu) / 255.0;
|
||||||
float alpha = fragColour.a;
|
float alpha = fragColour.a;
|
||||||
|
|
||||||
switch (func) {
|
switch (func) {
|
||||||
|
@ -592,21 +591,17 @@ void Renderer::reset() {
|
||||||
if (triangleProgram.exists()) {
|
if (triangleProgram.exists()) {
|
||||||
const auto oldProgram = OpenGL::getProgram();
|
const auto oldProgram = OpenGL::getProgram();
|
||||||
|
|
||||||
triangleProgram.use();
|
gl.useProgram(triangleProgram);
|
||||||
oldAlphaControl = 0; // Default alpha control to 0
|
|
||||||
oldTexUnitConfig = 0; // Default tex unit config to 0
|
|
||||||
|
|
||||||
oldDepthScale = -1.0; // Default depth scale to -1.0, which is what games typically use
|
oldDepthScale = -1.0; // Default depth scale to -1.0, which is what games typically use
|
||||||
oldDepthOffset = 0.0; // Default depth offset to 0
|
oldDepthOffset = 0.0; // Default depth offset to 0
|
||||||
oldDepthmapEnable = false; // Enable w buffering
|
oldDepthmapEnable = false; // Enable w buffering
|
||||||
|
|
||||||
glUniform1ui(alphaControlLoc, oldAlphaControl);
|
|
||||||
glUniform1ui(texUnitConfigLoc, oldTexUnitConfig);
|
|
||||||
glUniform1f(depthScaleLoc, oldDepthScale);
|
glUniform1f(depthScaleLoc, oldDepthScale);
|
||||||
glUniform1f(depthOffsetLoc, oldDepthOffset);
|
glUniform1f(depthOffsetLoc, oldDepthOffset);
|
||||||
glUniform1i(depthmapEnableLoc, oldDepthmapEnable);
|
glUniform1i(depthmapEnableLoc, oldDepthmapEnable);
|
||||||
|
|
||||||
glUseProgram(oldProgram); // Switch to old GL program
|
gl.useProgram(oldProgram); // Switch to old GL program
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -614,18 +609,13 @@ void Renderer::initGraphicsContext() {
|
||||||
OpenGL::Shader vert(vertexShader, OpenGL::Vertex);
|
OpenGL::Shader vert(vertexShader, OpenGL::Vertex);
|
||||||
OpenGL::Shader frag(fragmentShader, OpenGL::Fragment);
|
OpenGL::Shader frag(fragmentShader, OpenGL::Fragment);
|
||||||
triangleProgram.create({ vert, frag });
|
triangleProgram.create({ vert, frag });
|
||||||
triangleProgram.use();
|
gl.useProgram(triangleProgram);
|
||||||
|
|
||||||
alphaControlLoc = OpenGL::uniformLocation(triangleProgram, "u_alphaControl");
|
|
||||||
texUnitConfigLoc = OpenGL::uniformLocation(triangleProgram, "u_textureConfig");
|
|
||||||
|
|
||||||
textureEnvSourceLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvSource");
|
textureEnvSourceLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvSource");
|
||||||
textureEnvOperandLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvOperand");
|
textureEnvOperandLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvOperand");
|
||||||
textureEnvCombinerLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvCombiner");
|
textureEnvCombinerLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvCombiner");
|
||||||
textureEnvColorLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvColor");
|
textureEnvColorLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvColor");
|
||||||
textureEnvScaleLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvScale");
|
textureEnvScaleLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvScale");
|
||||||
textureEnvUpdateBufferLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvUpdateBuffer");
|
|
||||||
textureEnvBufferColorLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvBufferColor");
|
|
||||||
|
|
||||||
depthScaleLoc = OpenGL::uniformLocation(triangleProgram, "u_depthScale");
|
depthScaleLoc = OpenGL::uniformLocation(triangleProgram, "u_depthScale");
|
||||||
depthOffsetLoc = OpenGL::uniformLocation(triangleProgram, "u_depthOffset");
|
depthOffsetLoc = OpenGL::uniformLocation(triangleProgram, "u_depthOffset");
|
||||||
|
@ -642,37 +632,37 @@ void Renderer::initGraphicsContext() {
|
||||||
OpenGL::Shader fragDisplay(displayFragmentShader, OpenGL::Fragment);
|
OpenGL::Shader fragDisplay(displayFragmentShader, OpenGL::Fragment);
|
||||||
displayProgram.create({ vertDisplay, fragDisplay });
|
displayProgram.create({ vertDisplay, fragDisplay });
|
||||||
|
|
||||||
displayProgram.use();
|
gl.useProgram(displayProgram);
|
||||||
glUniform1i(OpenGL::uniformLocation(displayProgram, "u_texture"), 0); // Init sampler object
|
glUniform1i(OpenGL::uniformLocation(displayProgram, "u_texture"), 0); // Init sampler object
|
||||||
|
|
||||||
vbo.createFixedSize(sizeof(PicaVertex) * vertexBufferSize, GL_STREAM_DRAW);
|
vbo.createFixedSize(sizeof(Vertex) * vertexBufferSize, GL_STREAM_DRAW);
|
||||||
vbo.bind();
|
gl.bindVBO(vbo);
|
||||||
vao.create();
|
vao.create();
|
||||||
vao.bind();
|
gl.bindVAO(vao);
|
||||||
|
|
||||||
// Position (x, y, z, w) attributes
|
// Position (x, y, z, w) attributes
|
||||||
vao.setAttributeFloat<float>(0, 4, sizeof(PicaVertex), offsetof(PicaVertex, s.positions));
|
vao.setAttributeFloat<float>(0, 4, sizeof(Vertex), offsetof(Vertex, s.positions));
|
||||||
vao.enableAttribute(0);
|
vao.enableAttribute(0);
|
||||||
// Quaternion attribute
|
// Quaternion attribute
|
||||||
vao.setAttributeFloat<float>(1, 4, sizeof(PicaVertex), offsetof(PicaVertex, s.quaternion));
|
vao.setAttributeFloat<float>(1, 4, sizeof(Vertex), offsetof(Vertex, s.quaternion));
|
||||||
vao.enableAttribute(1);
|
vao.enableAttribute(1);
|
||||||
// Colour attribute
|
// Colour attribute
|
||||||
vao.setAttributeFloat<float>(2, 4, sizeof(PicaVertex), offsetof(PicaVertex, s.colour));
|
vao.setAttributeFloat<float>(2, 4, sizeof(Vertex), offsetof(Vertex, s.colour));
|
||||||
vao.enableAttribute(2);
|
vao.enableAttribute(2);
|
||||||
// UV 0 attribute
|
// UV 0 attribute
|
||||||
vao.setAttributeFloat<float>(3, 2, sizeof(PicaVertex), offsetof(PicaVertex, s.texcoord0));
|
vao.setAttributeFloat<float>(3, 2, sizeof(Vertex), offsetof(Vertex, s.texcoord0));
|
||||||
vao.enableAttribute(3);
|
vao.enableAttribute(3);
|
||||||
// UV 1 attribute
|
// UV 1 attribute
|
||||||
vao.setAttributeFloat<float>(4, 2, sizeof(PicaVertex), offsetof(PicaVertex, s.texcoord1));
|
vao.setAttributeFloat<float>(4, 2, sizeof(Vertex), offsetof(Vertex, s.texcoord1));
|
||||||
vao.enableAttribute(4);
|
vao.enableAttribute(4);
|
||||||
// UV 0 W-component attribute
|
// UV 0 W-component attribute
|
||||||
vao.setAttributeFloat<float>(5, 1, sizeof(PicaVertex), offsetof(PicaVertex, s.texcoord0_w));
|
vao.setAttributeFloat<float>(5, 1, sizeof(Vertex), offsetof(Vertex, s.texcoord0_w));
|
||||||
vao.enableAttribute(5);
|
vao.enableAttribute(5);
|
||||||
// View
|
// View
|
||||||
vao.setAttributeFloat<float>(6, 3, sizeof(PicaVertex), offsetof(PicaVertex, s.view));
|
vao.setAttributeFloat<float>(6, 3, sizeof(Vertex), offsetof(Vertex, s.view));
|
||||||
vao.enableAttribute(6);
|
vao.enableAttribute(6);
|
||||||
// UV 2 attribute
|
// UV 2 attribute
|
||||||
vao.setAttributeFloat<float>(7, 2, sizeof(PicaVertex), offsetof(PicaVertex, s.texcoord2));
|
vao.setAttributeFloat<float>(7, 2, sizeof(Vertex), offsetof(Vertex, s.texcoord2));
|
||||||
vao.enableAttribute(7);
|
vao.enableAttribute(7);
|
||||||
|
|
||||||
dummyVBO.create();
|
dummyVBO.create();
|
||||||
|
@ -725,9 +715,9 @@ void Renderer::setupBlending() {
|
||||||
};
|
};
|
||||||
|
|
||||||
if (!blendingEnabled) {
|
if (!blendingEnabled) {
|
||||||
OpenGL::disableBlend();
|
gl.disableBlend();
|
||||||
} else {
|
} else {
|
||||||
OpenGL::enableBlend();
|
gl.enableBlend();
|
||||||
|
|
||||||
// Get blending equations
|
// Get blending equations
|
||||||
const u32 blendControl = regs[PICA::InternalRegs::BlendFunc];
|
const u32 blendControl = regs[PICA::InternalRegs::BlendFunc];
|
||||||
|
@ -783,8 +773,6 @@ void Renderer::setupTextureEnvState() {
|
||||||
glUniform1uiv(textureEnvCombinerLoc, 6, textureEnvCombinerRegs);
|
glUniform1uiv(textureEnvCombinerLoc, 6, textureEnvCombinerRegs);
|
||||||
glUniform1uiv(textureEnvColorLoc, 6, textureEnvColourRegs);
|
glUniform1uiv(textureEnvColorLoc, 6, textureEnvColourRegs);
|
||||||
glUniform1uiv(textureEnvScaleLoc, 6, textureEnvScaleRegs);
|
glUniform1uiv(textureEnvScaleLoc, 6, textureEnvScaleRegs);
|
||||||
glUniform1ui(textureEnvUpdateBufferLoc, regs[PICA::InternalRegs::TexEnvUpdateBuffer]);
|
|
||||||
glUniform1ui(textureEnvBufferColorLoc, regs[PICA::InternalRegs::TexEnvBufferColor]);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::bindTexturesToSlots() {
|
void Renderer::bindTexturesToSlots() {
|
||||||
|
@ -815,18 +803,13 @@ void Renderer::bindTexturesToSlots() {
|
||||||
glActiveTexture(GL_TEXTURE0 + 3);
|
glActiveTexture(GL_TEXTURE0 + 3);
|
||||||
glBindTexture(GL_TEXTURE_1D_ARRAY, lightLUTTextureArray);
|
glBindTexture(GL_TEXTURE_1D_ARRAY, lightLUTTextureArray);
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
|
||||||
// Update the texture unit configuration uniform if it changed
|
|
||||||
const u32 texUnitConfig = regs[PICA::InternalRegs::TexUnitCfg];
|
|
||||||
if (oldTexUnitConfig != texUnitConfig) {
|
|
||||||
oldTexUnitConfig = texUnitConfig;
|
|
||||||
glUniform1ui(texUnitConfigLoc, texUnitConfig);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
void Renderer::updateLightingLUT(){
|
|
||||||
|
void Renderer::updateLightingLUT() {
|
||||||
|
gpu.lightingLUTDirty = false;
|
||||||
std::array<u16, GPU::LightingLutSize> u16_lightinglut;
|
std::array<u16, GPU::LightingLutSize> u16_lightinglut;
|
||||||
|
|
||||||
for(int i = 0; i < gpu.lightingLUT.size(); i++){
|
for (int i = 0; i < gpu.lightingLUT.size(); i++) {
|
||||||
uint64_t value = gpu.lightingLUT[i] & ((1 << 12) - 1);
|
uint64_t value = gpu.lightingLUT[i] & ((1 << 12) - 1);
|
||||||
u16_lightinglut[i] = value * 65535 / 4095;
|
u16_lightinglut[i] = value * 65535 / 4095;
|
||||||
}
|
}
|
||||||
|
@ -839,31 +822,19 @@ void Renderer::updateLightingLUT(){
|
||||||
glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
gpu.lightingLUTDirty = false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::drawVertices(PICA::PrimType primType, std::span<const PicaVertex> vertices) {
|
void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> vertices) {
|
||||||
// The fourth type is meant to be "Geometry primitive". TODO: Find out what that is
|
// The fourth type is meant to be "Geometry primitive". TODO: Find out what that is
|
||||||
static constexpr std::array<OpenGL::Primitives, 4> primTypes = {
|
static constexpr std::array<OpenGL::Primitives, 4> primTypes = {
|
||||||
OpenGL::Triangle, OpenGL::TriangleStrip, OpenGL::TriangleFan, OpenGL::Triangle
|
OpenGL::Triangle, OpenGL::TriangleStrip, OpenGL::TriangleFan, OpenGL::Triangle
|
||||||
};
|
};
|
||||||
const auto primitiveTopology = primTypes[static_cast<usize>(primType)];
|
const auto primitiveTopology = primTypes[static_cast<usize>(primType)];
|
||||||
|
|
||||||
// TODO: We should implement a GL state tracker that tracks settings like scissor, blending, bound program, etc
|
gl.disableScissor();
|
||||||
// This way if we attempt to eg do multiple glEnable(GL_BLEND) calls in a row, it will say "Oh blending is already enabled"
|
gl.bindVBO(vbo);
|
||||||
// And not actually perform the very expensive driver call for it
|
gl.bindVAO(vao);
|
||||||
OpenGL::disableScissor();
|
gl.useProgram(triangleProgram);
|
||||||
|
|
||||||
vbo.bind();
|
|
||||||
vao.bind();
|
|
||||||
triangleProgram.use();
|
|
||||||
|
|
||||||
// Adjust alpha test if necessary
|
|
||||||
const u32 alphaControl = regs[PICA::InternalRegs::AlphaTestConfig];
|
|
||||||
if (alphaControl != oldAlphaControl) {
|
|
||||||
oldAlphaControl = alphaControl;
|
|
||||||
glUniform1ui(alphaControlLoc, alphaControl);
|
|
||||||
}
|
|
||||||
|
|
||||||
OpenGL::enableClipPlane(0); // Clipping plane 0 is always enabled
|
OpenGL::enableClipPlane(0); // Clipping plane 0 is always enabled
|
||||||
if (regs[PICA::InternalRegs::ClipEnable] & 1) {
|
if (regs[PICA::InternalRegs::ClipEnable] & 1) {
|
||||||
|
@ -879,7 +850,7 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const PicaVertex>
|
||||||
const bool depthWriteEnable = getBit<12>(depthControl);
|
const bool depthWriteEnable = getBit<12>(depthControl);
|
||||||
const int depthFunc = getBits<4, 3>(depthControl);
|
const int depthFunc = getBits<4, 3>(depthControl);
|
||||||
const int colourMask = getBits<8, 4>(depthControl);
|
const int colourMask = getBits<8, 4>(depthControl);
|
||||||
glColorMask(colourMask & 1, colourMask & 2, colourMask & 4, colourMask & 8);
|
gl.setColourMask(colourMask & 1, colourMask & 2, colourMask & 4, colourMask & 8);
|
||||||
|
|
||||||
static constexpr std::array<GLenum, 8> depthModes = {
|
static constexpr std::array<GLenum, 8> depthModes = {
|
||||||
GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL
|
GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL
|
||||||
|
@ -908,9 +879,9 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const PicaVertex>
|
||||||
setupTextureEnvState();
|
setupTextureEnvState();
|
||||||
bindTexturesToSlots();
|
bindTexturesToSlots();
|
||||||
|
|
||||||
// Upload PICA Registers as a single uniform. The shader needs access to the rasterizer registers (for depth, starting from index 0x47)
|
// Upload PICA Registers as a single uniform. The shader needs access to the rasterizer registers (for depth, starting from index 0x48)
|
||||||
// The texturing and the fragment lighting registers. Therefore we upload them all in one go to avoid multiple slow uniform updates
|
// The texturing and the fragment lighting registers. Therefore we upload them all in one go to avoid multiple slow uniform updates
|
||||||
glUniform1uiv(picaRegLoc, 0x200 - 0x47, ®s[0x47]);
|
glUniform1uiv(picaRegLoc, 0x200 - 0x48, ®s[0x48]);
|
||||||
|
|
||||||
if (gpu.lightingLUTDirty) {
|
if (gpu.lightingLUTDirty) {
|
||||||
updateLightingLUT();
|
updateLightingLUT();
|
||||||
|
@ -924,18 +895,18 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const PicaVertex>
|
||||||
// Note: The code below must execute after we've bound the colour buffer & its framebuffer
|
// Note: The code below must execute after we've bound the colour buffer & its framebuffer
|
||||||
// Because it attaches a depth texture to the aforementioned colour buffer
|
// Because it attaches a depth texture to the aforementioned colour buffer
|
||||||
if (depthEnable) {
|
if (depthEnable) {
|
||||||
OpenGL::enableDepth();
|
gl.enableDepth();
|
||||||
glDepthFunc(depthModes[depthFunc]);
|
gl.setDepthMask(depthWriteEnable ? GL_TRUE : GL_FALSE);
|
||||||
glDepthMask(depthWriteEnable ? GL_TRUE : GL_FALSE);
|
gl.setDepthFunc(depthModes[depthFunc]);
|
||||||
bindDepthBuffer();
|
bindDepthBuffer();
|
||||||
} else {
|
} else {
|
||||||
if (depthWriteEnable) {
|
if (depthWriteEnable) {
|
||||||
OpenGL::enableDepth();
|
gl.enableDepth();
|
||||||
glDepthFunc(GL_ALWAYS);
|
gl.setDepthMask(GL_TRUE);
|
||||||
glDepthMask(GL_TRUE);
|
gl.setDepthFunc(GL_ALWAYS);
|
||||||
bindDepthBuffer();
|
bindDepthBuffer();
|
||||||
} else {
|
} else {
|
||||||
OpenGL::disableDepth();
|
gl.disableDepth();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -947,7 +918,7 @@ constexpr u32 topScreenBuffer = 0x1f000000;
|
||||||
constexpr u32 bottomScreenBuffer = 0x1f05dc00;
|
constexpr u32 bottomScreenBuffer = 0x1f05dc00;
|
||||||
|
|
||||||
void Renderer::display() {
|
void Renderer::display() {
|
||||||
OpenGL::disableScissor();
|
gl.disableScissor();
|
||||||
|
|
||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||||
screenFramebuffer.bind(OpenGL::ReadFramebuffer);
|
screenFramebuffer.bind(OpenGL::ReadFramebuffer);
|
||||||
|
@ -1038,12 +1009,15 @@ void Renderer::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32
|
||||||
tex.bind();
|
tex.bind();
|
||||||
screenFramebuffer.bind(OpenGL::DrawFramebuffer);
|
screenFramebuffer.bind(OpenGL::DrawFramebuffer);
|
||||||
|
|
||||||
OpenGL::disableBlend();
|
gl.disableBlend();
|
||||||
OpenGL::disableDepth();
|
gl.disableDepth();
|
||||||
OpenGL::disableScissor();
|
gl.disableScissor();
|
||||||
|
gl.setColourMask(true, true, true, true);
|
||||||
|
gl.useProgram(displayProgram);
|
||||||
|
gl.bindVAO(dummyVAO);
|
||||||
|
|
||||||
OpenGL::disableClipPlane(0);
|
OpenGL::disableClipPlane(0);
|
||||||
OpenGL::disableClipPlane(1);
|
OpenGL::disableClipPlane(1);
|
||||||
displayProgram.use();
|
|
||||||
|
|
||||||
// Hack: Detect whether we are writing to the top or bottom screen by checking output gap and drawing to the proper part of the output texture
|
// Hack: Detect whether we are writing to the top or bottom screen by checking output gap and drawing to the proper part of the output texture
|
||||||
// We consider output gap == 320 to mean bottom, and anything else to mean top
|
// We consider output gap == 320 to mean bottom, and anything else to mean top
|
||||||
|
@ -1053,6 +1027,5 @@ void Renderer::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32
|
||||||
OpenGL::setViewport(0, 240, 400, 240); // Top screen viewport
|
OpenGL::setViewport(0, 240, 400, 240); // Top screen viewport
|
||||||
}
|
}
|
||||||
|
|
||||||
dummyVAO.bind();
|
|
||||||
OpenGL::draw(OpenGL::TriangleStrip, 4); // Actually draw our 3DS screen
|
OpenGL::draw(OpenGL::TriangleStrip, 4); // Actually draw our 3DS screen
|
||||||
}
|
}
|
|
@ -1,6 +1,6 @@
|
||||||
#include "emulator.hpp"
|
#include "emulator.hpp"
|
||||||
|
|
||||||
Emulator::Emulator() : kernel(cpu, memory, gpu), cpu(memory, kernel), gpu(memory), memory(cpu.getTicksRef()) {
|
Emulator::Emulator() : kernel(cpu, memory, gpu), cpu(memory, kernel), gpu(memory, gl), memory(cpu.getTicksRef()) {
|
||||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) < 0) {
|
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) < 0) {
|
||||||
Helpers::panic("Failed to initialize SDL2");
|
Helpers::panic("Failed to initialize SDL2");
|
||||||
}
|
}
|
||||||
|
@ -326,3 +326,9 @@ bool Emulator::loadELF(std::ifstream& file) {
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Reset our graphics context and initialize the GPU's graphics context
|
||||||
|
void Emulator::initGraphicsContext() {
|
||||||
|
gl.reset(); // TODO (For when we have multiple backends): Only do this if we are using OpenGL
|
||||||
|
gpu.initGraphicsContext();
|
||||||
|
}
|
53
src/gl_state.cpp
Normal file
53
src/gl_state.cpp
Normal file
|
@ -0,0 +1,53 @@
|
||||||
|
#include "gl_state.hpp"
|
||||||
|
|
||||||
|
void GLStateManager::resetBlend() {
|
||||||
|
blendEnabled = false;
|
||||||
|
OpenGL::disableBlend();
|
||||||
|
}
|
||||||
|
|
||||||
|
void GLStateManager::resetColourMask() {
|
||||||
|
redMask = greenMask = blueMask = alphaMask = true;
|
||||||
|
OpenGL::setColourMask(redMask, greenMask, blueMask, alphaMask);
|
||||||
|
}
|
||||||
|
|
||||||
|
void GLStateManager::resetDepth() {
|
||||||
|
depthEnabled = false;
|
||||||
|
depthMask = true;
|
||||||
|
depthFunc = GL_LESS;
|
||||||
|
|
||||||
|
OpenGL::disableDepth();
|
||||||
|
OpenGL::setDepthMask(true);
|
||||||
|
OpenGL::setDepthFunc(OpenGL::DepthFunc::Less);
|
||||||
|
}
|
||||||
|
|
||||||
|
void GLStateManager::resetScissor() {
|
||||||
|
scissorEnabled = false;
|
||||||
|
OpenGL::disableScissor();
|
||||||
|
OpenGL::setScissor(0, 0, 0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void GLStateManager::resetVAO() {
|
||||||
|
boundVAO = 0;
|
||||||
|
glBindVertexArray(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void GLStateManager::resetVBO() {
|
||||||
|
boundVBO = 0;
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void GLStateManager::resetProgram() {
|
||||||
|
currentProgram = 0;
|
||||||
|
glUseProgram(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void GLStateManager::reset() {
|
||||||
|
resetBlend();
|
||||||
|
resetColourMask();
|
||||||
|
resetDepth();
|
||||||
|
|
||||||
|
resetVAO();
|
||||||
|
resetVBO();
|
||||||
|
resetProgram();
|
||||||
|
resetScissor();
|
||||||
|
}
|
Loading…
Add table
Reference in a new issue