Panda3DS/src/core/renderer_gl/renderer_gl.cpp

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25 KiB
C++

#include "renderer_gl/renderer_gl.hpp"
#include "PICA/float_types.hpp"
#include "PICA/gpu.hpp"
#include "PICA/regs.hpp"
using namespace Floats;
using namespace Helpers;
// This is all hacked up to display our first triangle
const char* vertexShader = R"(
#version 410 core
layout (location = 0) in vec4 coords;
layout (location = 1) in vec4 vertexColour;
layout (location = 2) in vec2 inUVs_texture0;
out vec4 colour;
out vec2 tex0_UVs;
void main() {
gl_Position = coords;
colour = vertexColour;
// Flip y axis of UVs because OpenGL uses an inverted y for texture sampling compared to the PICA
tex0_UVs = vec2(inUVs_texture0.x, 1.0 - inUVs_texture0.y);
}
)";
const char* fragmentShader = R"(
#version 410 core
in vec4 colour;
in vec2 tex0_UVs;
out vec4 fragColour;
uniform uint u_alphaControl;
uniform uint u_textureConfig;
// TEV uniforms
uniform uint u_textureEnvSource[6];
uniform uint u_textureEnvOperand[6];
uniform uint u_textureEnvCombiner[6];
uniform vec4 u_textureEnvColor[6];
uniform uint u_textureEnvScale[6];
uniform uint u_textureEnvUpdateBuffer;
uniform vec4 u_textureEnvBufferColor;
// Depth control uniforms
uniform float u_depthScale;
uniform float u_depthOffset;
uniform bool u_depthmapEnable;
uniform sampler2D u_tex0;
// TODO: figure out the color that is returned to the TEVs when reading from a disabled texture slot.
vec4 tev_texture_sources[4] = vec4[](vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
// TODO: figure out the correct "initial" value returned to TEV0 when reading the "previous" source.
vec4 tev_previous = vec4(0.0);
vec4 tev_previous_buffer[2];
bool tev_unimplemented_source = false;
vec4 tev_evaluate_source(int tev_id, int src_id) {
vec4 source = vec4(1.0);
uint rgb_source = (u_textureEnvSource[tev_id] >> (src_id * 4)) & 15u;
uint alpha_source = (u_textureEnvSource[tev_id] >> (16 + src_id * 4)) & 15u;
switch (rgb_source) {
case 0u: source.rgb = colour.rgb; break; // Primary color, TODO: confirm that this is correct
case 3u: source.rgb = tev_texture_sources[0].rgb; break; // Texture 0
case 13u: source.rgb = tev_previous_buffer[0].rgb; break; // Previous buffer
case 14u: source.rgb = u_textureEnvColor[tev_id].rgb; break; // Constant (GPUREG_TEXENVi_COLOR)
case 15u: source.rgb = tev_previous.rgb; break; // Previous (output from TEV #n-1)
default: tev_unimplemented_source = true; break; // TODO: implement remaining sources
}
switch (alpha_source) {
case 0u: source.a = colour.a; break; // Primary color, TODO: confirm that this is correct
case 3u: source.a = tev_texture_sources[0].a; break; // Texture 0
case 13u: source.a = tev_previous_buffer[0].a; break; // Previous buffer
case 14u: source.a = u_textureEnvColor[tev_id].a; break; // Constant (GPUREG_TEXENVi_COLOR)
case 15u: source.a = tev_previous.a; break; // Previous (output from TEV #n-1)
default: tev_unimplemented_source = true; break; // TODO: implement remaining sources
}
uint rgb_operand = (u_textureEnvOperand[tev_id] >> (src_id * 4)) & 15u;
uint alpha_operand = (u_textureEnvOperand[tev_id] >> (12 + src_id * 4)) & 7u;
vec4 final;
switch (rgb_operand) {
case 0u: final.rgb = source.rgb; break; // Source color
case 1u: final.rgb = 1.0 - source.rgb; break; // One minus source color
case 2u: final.rgb = vec3(source.a); break; // Source alpha
case 3u: final.rgb = vec3(1.0 - source.a); break; // One minus source alpha
case 4u: final.rgb = vec3(source.r); break; // Source red
case 5u: final.rgb = vec3(1.0 - source.r); break; // One minus source red
case 8u: final.rgb = vec3(source.g); break; // Source green
case 9u: final.rgb = vec3(1.0 - source.g); break; // One minus source green
case 12u: final.rgb = vec3(source.b); break; // Source blue
case 13u: final.rgb = vec3(1.0 - source.b); break; // One minus source blue
default: break; // TODO: figure out what the undocumented values do
}
switch (alpha_operand) {
case 0u: final.a = source.a; break; // Source alpha
case 1u: final.a = 1.0 - source.a; break; // One minus source alpha
case 2u: final.a = source.r; break; // Source red
case 3u: final.a = 1.0 - source.r; break; // One minus source red
case 4u: final.a = source.g; break; // Source green
case 5u: final.a = 1.0 - source.g; break; // One minus source green
case 6u: final.a = source.b; break; // Source blue
case 7u: final.a = 1.0 - source.b; break; // One minus source blue
}
final.rgb *= float(1 << (u_textureEnvScale[tev_id] & 3u));
final.a *= float(1 << ((u_textureEnvScale[tev_id] >> 16) & 3u));
return final;
}
vec4 tev_combine(int tev_id) {
vec4 source0 = tev_evaluate_source(tev_id, 0);
vec4 source1 = tev_evaluate_source(tev_id, 1);
vec4 source2 = tev_evaluate_source(tev_id, 2);
uint rgb_combine = u_textureEnvCombiner[tev_id] & 15u;
uint alpha_combine = (u_textureEnvCombiner[tev_id] >> 16) & 15u;
vec4 result = vec4(1.0);
switch (rgb_combine) {
case 0u: result.rgb = source0.rgb; break; // Replace
case 1u: result.rgb = source0.rgb * source1.rgb; break; // Modulate
case 2u: result.rgb = min(vec3(1.0), source0.rgb + source1.rgb); break; // Add
case 3u: result.rgb = clamp(source0.rgb + source1.rgb - 0.5, vec3(0.0), vec3(1.0)); break; // Add signed
case 4u: result.rgb = mix(source1.rgb, source0.rgb, source2.rgb); break; // Interpolate
case 5u: result.rgb = max(vec3(0.0), source0.rgb - source1.rgb); break; // Subtract
case 6u: result.rgb = vec3(dot(source0.rgb, source1.rgb)); break; // Dot3 RGB
case 7u: result.rgb = vec3(dot(source0, source1)); break; // Dot3 RGBA, TODO: not sure if this is correct?
case 8u: result.rgb = min(vec3(1.0), source0.rgb * source1.rgb + source2.rgb); break; // Multiply then add
case 9u: result.rgb = min(vec3(1.0), (source0.rgb + source1.rgb) * source2.rgb); break; // Add then multiply
default: break; // TODO: figure out what the undocumented values do
}
switch (alpha_combine) {
case 0u: result.a = source0.a; break; // Replace
case 1u: result.a = source0.a * source1.a; break; // Modulate
case 2u: result.a = min(1.0, source0.a + source1.a); break; // Add
case 3u: result.a = clamp(source0.a + source1.a - 0.5, 0.0, 1.0); break; // Add signed
case 4u: result.a = mix(source1.a, source0.a, source2.a); break; // Interpolate
case 5u: result.a = max(0.0, source0.a - source1.a); break; // Subtract
case 6u: result.a = dot(source0.rgb, source1.rgb); break; // Dot3 RGB
case 7u: result.a = dot(source0, source1); break; // Dot3 RGBA, TODO: not sure if this is correct?
case 8u: result.a = min(1.0, source0.a * source1.a + source2.a); break; // Multiply then add
case 9u: result.a = min(1.0, (source0.a + source1.a) * source2.a); break; // Add then multiply
default: break; // TODO: figure out what the undocumented values do
}
return result;
}
void main() {
if ((u_textureConfig & 1u) != 0u) tev_texture_sources[0] = texture(u_tex0, tex0_UVs);
tev_previous_buffer[0] = vec4(0.0);
tev_previous_buffer[1] = u_textureEnvBufferColor;
for (int i = 0; i < 6; i++) {
tev_previous = tev_combine(i);
tev_previous_buffer[0] = tev_previous_buffer[1];
if (i < 4) {
if ((u_textureEnvUpdateBuffer & (0x100u << i)) != 0u) {
tev_previous_buffer[1].rgb = tev_previous.rgb;
}
if ((u_textureEnvUpdateBuffer & (0x1000u << i)) != 0u) {
tev_previous_buffer[1].a = tev_previous.a;
}
}
}
fragColour = tev_previous;
if (tev_unimplemented_source) {
// fragColour = vec4(1.0, 0.0, 1.0, 1.0);
}
// Get original depth value by converting from [near, far] = [0, 1] to [-1, 1]
// We do this by converting to [0, 2] first and subtracting 1 to go to [-1, 1]
float z_over_w = gl_FragCoord.z * 2.0f - 1.0f;
float depth = z_over_w * u_depthScale + u_depthOffset;
if (!u_depthmapEnable) // Divide z by w if depthmap enable == 0 (ie using W-buffering)
depth /= gl_FragCoord.w;
// Write final fragment depth
gl_FragDepth = depth;
if ((u_alphaControl & 1u) != 0u) { // Check if alpha test is on
uint func = (u_alphaControl >> 4u) & 7u;
float reference = float((u_alphaControl >> 8u) & 0xffu) / 255.0;
float alpha = fragColour.a;
switch (func) {
case 0: discard; // Never pass alpha test
case 1: break; // Always pass alpha test
case 2: // Pass if equal
if (alpha != reference)
discard;
break;
case 3: // Pass if not equal
if (alpha == reference)
discard;
break;
case 4: // Pass if less than
if (alpha >= reference)
discard;
break;
case 5: // Pass if less than or equal
if (alpha > reference)
discard;
break;
case 6: // Pass if greater than
if (alpha <= reference)
discard;
break;
case 7: // Pass if greater than or equal
if (alpha < reference)
discard;
break;
}
}
}
)";
const char* displayVertexShader = R"(
#version 410 core
out vec2 UV;
void main() {
const vec4 positions[4] = vec4[](
vec4(-1.0, 1.0, 1.0, 1.0), // Top-left
vec4(1.0, 1.0, 1.0, 1.0), // Top-right
vec4(-1.0, -1.0, 1.0, 1.0), // Bottom-left
vec4(1.0, -1.0, 1.0, 1.0) // Bottom-right
);
// The 3DS displays both screens' framebuffer rotated 90 deg counter clockwise
// So we adjust our texcoords accordingly
const vec2 texcoords[4] = vec2[](
vec2(1.0, 1.0), // Top-right
vec2(1.0, 0.0), // Bottom-right
vec2(0.0, 1.0), // Top-left
vec2(0.0, 0.0) // Bottom-left
);
gl_Position = positions[gl_VertexID];
UV = texcoords[gl_VertexID];
}
)";
const char* displayFragmentShader = R"(
#version 410 core
in vec2 UV;
out vec4 FragColor;
uniform sampler2D u_texture;
void main() {
FragColor = texture(u_texture, UV);
}
)";
void Renderer::reset() {
depthBufferCache.reset();
colourBufferCache.reset();
textureCache.reset();
// Init the colour/depth buffer settings to some random defaults on reset
colourBufferLoc = 0;
colourBufferFormat = ColourBuffer::Formats::RGBA8;
depthBufferLoc = 0;
depthBufferFormat = DepthBuffer::Formats::Depth16;
if (triangleProgram.exists()) {
const auto oldProgram = OpenGL::getProgram();
triangleProgram.use();
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
oldDepthOffset = 0.0; // Default depth offset to 0
oldDepthmapEnable = false; // Enable w buffering
glUniform1ui(alphaControlLoc, oldAlphaControl);
glUniform1ui(texUnitConfigLoc, oldTexUnitConfig);
glUniform1f(depthScaleLoc, oldDepthScale);
glUniform1f(depthOffsetLoc, oldDepthOffset);
glUniform1i(depthmapEnableLoc, oldDepthmapEnable);
glUseProgram(oldProgram); // Switch to old GL program
}
}
void Renderer::initGraphicsContext() {
OpenGL::Shader vert(vertexShader, OpenGL::Vertex);
OpenGL::Shader frag(fragmentShader, OpenGL::Fragment);
triangleProgram.create({ vert, frag });
triangleProgram.use();
alphaControlLoc = OpenGL::uniformLocation(triangleProgram, "u_alphaControl");
texUnitConfigLoc = OpenGL::uniformLocation(triangleProgram, "u_textureConfig");
textureEnvSourceLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvSource");
textureEnvOperandLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvOperand");
textureEnvCombinerLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvCombiner");
textureEnvColorLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvColor");
textureEnvScaleLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvScale");
textureEnvUpdateBufferLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvUpdateBuffer");
textureEnvBufferColorLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvBufferColor");
depthScaleLoc = OpenGL::uniformLocation(triangleProgram, "u_depthScale");
depthOffsetLoc = OpenGL::uniformLocation(triangleProgram, "u_depthOffset");
depthmapEnableLoc = OpenGL::uniformLocation(triangleProgram, "u_depthmapEnable");
glUniform1i(OpenGL::uniformLocation(triangleProgram, "u_tex0"), 0); // Init sampler object
OpenGL::Shader vertDisplay(displayVertexShader, OpenGL::Vertex);
OpenGL::Shader fragDisplay(displayFragmentShader, OpenGL::Fragment);
displayProgram.create({ vertDisplay, fragDisplay });
displayProgram.use();
glUniform1i(OpenGL::uniformLocation(displayProgram, "u_texture"), 0); // Init sampler object
vbo.createFixedSize(sizeof(Vertex) * vertexBufferSize, GL_STREAM_DRAW);
vbo.bind();
vao.create();
vao.bind();
// Position (x, y, z, w) attributes
vao.setAttributeFloat<float>(0, 4, sizeof(Vertex), offsetof(Vertex, position));
vao.enableAttribute(0);
// Colour attribute
vao.setAttributeFloat<float>(1, 4, sizeof(Vertex), offsetof(Vertex, colour));
vao.enableAttribute(1);
// UV attribute
vao.setAttributeFloat<float>(2, 2, sizeof(Vertex), offsetof(Vertex, UVs));
vao.enableAttribute(2);
dummyVBO.create();
dummyVAO.create();
// Create texture and framebuffer for the 3DS screen
const u32 screenTextureWidth = 2 * 400; // Top screen is 400 pixels wide, bottom is 320
const u32 screenTextureHeight = 2 * 240; // Both screens are 240 pixels tall
auto prevTexture = OpenGL::getTex2D();
screenTexture.create(screenTextureWidth, screenTextureHeight, GL_RGBA8);
screenTexture.bind();
screenTexture.setMinFilter(OpenGL::Linear);
screenTexture.setMagFilter(OpenGL::Linear);
glBindTexture(GL_TEXTURE_2D, prevTexture);
screenFramebuffer.createWithDrawTexture(screenTexture);
screenFramebuffer.bind(OpenGL::DrawAndReadFramebuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
Helpers::panic("Incomplete framebuffer");
// TODO: This should not clear the framebuffer contents. It should load them from VRAM.
GLint oldViewport[4];
glGetIntegerv(GL_VIEWPORT, oldViewport);
OpenGL::setViewport(screenTextureWidth, screenTextureHeight);
OpenGL::setClearColor(0.0, 0.0, 0.0, 1.0);
OpenGL::clearColor();
OpenGL::setViewport(oldViewport[0], oldViewport[1], oldViewport[2], oldViewport[3]);
reset();
}
// Set up the OpenGL blending context to match the emulated PICA
void Renderer::setupBlending() {
const bool blendingEnabled = (regs[PICAInternalRegs::ColourOperation] & (1 << 8)) != 0;
// Map of PICA blending equations to OpenGL blending equations. The unused blending equations are equivalent to equation 0 (add)
static constexpr std::array<GLenum, 8> blendingEquations = {
GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX, GL_FUNC_ADD, GL_FUNC_ADD, GL_FUNC_ADD
};
// Map of PICA blending funcs to OpenGL blending funcs. Func = 15 is undocumented and stubbed to GL_ONE for now
static constexpr std::array<GLenum, 16> blendingFuncs = {
GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA,
GL_SRC_ALPHA_SATURATE, GL_ONE
};
if (!blendingEnabled) {
OpenGL::disableBlend();
} else {
OpenGL::enableBlend();
// Get blending equations
const u32 blendControl = regs[PICAInternalRegs::BlendFunc];
const u32 rgbEquation = blendControl & 0x7;
const u32 alphaEquation = getBits<8, 3>(blendControl);
// Get blending functions
const u32 rgbSourceFunc = getBits<16, 4>(blendControl);
const u32 rgbDestFunc = getBits<20, 4>(blendControl);
const u32 alphaSourceFunc = getBits<24, 4>(blendControl);
const u32 alphaDestFunc = getBits<28, 4>(blendControl);
const u32 constantColor = regs[PICAInternalRegs::BlendColour];
const u32 r = constantColor & 0xff;
const u32 g = getBits<8, 8>(constantColor);
const u32 b = getBits<16, 8>(constantColor);
const u32 a = getBits<24, 8>(constantColor);
OpenGL::setBlendColor(float(r) / 255.f, float(g) / 255.f, float(b) / 255.f, float(a) / 255.f);
// Translate equations and funcs to their GL equivalents and set them
glBlendEquationSeparate(blendingEquations[rgbEquation], blendingEquations[alphaEquation]);
glBlendFuncSeparate(blendingFuncs[rgbSourceFunc], blendingFuncs[rgbDestFunc], blendingFuncs[alphaSourceFunc], blendingFuncs[alphaDestFunc]);
}
}
void Renderer::setupTextureEnvState() {
// TODO: Only update uniforms when the TEV config changed. Use an UBO potentially.
static constexpr std::array<u32, 6> ioBases = {
0xc0, 0xc8, 0xd0, 0xd8, 0xf0, 0xf8
};
u32 textureEnvSourceRegs[6];
u32 textureEnvOperandRegs[6];
u32 textureEnvCombinerRegs[6];
float textureEnvColourRegs[6][4];
u32 textureEnvScaleRegs[6];
for (int i = 0; i < 6; i++) {
const u32 ioBase = ioBases[i];
textureEnvSourceRegs[i] = regs[ioBase];
textureEnvOperandRegs[i] = regs[ioBase + 1];
textureEnvCombinerRegs[i] = regs[ioBase + 2];
const u32 constantColor = regs[ioBase + 3];
textureEnvColourRegs[i][0] = (float)(constantColor & 0xff) / 255.0f;
textureEnvColourRegs[i][1] = (float)getBits<8, 8>(constantColor) / 255.0f;
textureEnvColourRegs[i][2] = (float)getBits<16, 8>(constantColor) / 255.0f;
textureEnvColourRegs[i][3] = (float)getBits<24, 8>(constantColor) / 255.0f;
textureEnvScaleRegs[i] = regs[ioBase + 4];
}
glUniform1uiv(textureEnvSourceLoc, 6, textureEnvSourceRegs);
glUniform1uiv(textureEnvOperandLoc, 6, textureEnvOperandRegs);
glUniform1uiv(textureEnvCombinerLoc, 6, textureEnvCombinerRegs);
glUniform4fv(textureEnvColorLoc, 6, (const GLfloat*)textureEnvColourRegs);
glUniform1uiv(textureEnvScaleLoc, 6, textureEnvScaleRegs);
glUniform1ui(textureEnvUpdateBufferLoc, regs[0xe0]);
const u32 bufferColor = regs[0xfd];
const float r = (float)(bufferColor & 0xff) / 255.0f;
const float g = (float)getBits<8, 8>(bufferColor) / 255.0f;
const float b = (float)getBits<16, 8>(bufferColor) / 255.0f;
const float a = (float)getBits<24, 8>(bufferColor) / 255.0f;
glUniform4f(textureEnvBufferColorLoc, r, g, b, a);
}
void Renderer::drawVertices(OpenGL::Primitives primType, Vertex* vertices, u32 count) {
OpenGL::disableScissor();
vbo.bind();
vao.bind();
triangleProgram.use();
// Adjust alpha test if necessary
const u32 alphaControl = regs[PICAInternalRegs::AlphaTestConfig];
if (alphaControl != oldAlphaControl) {
oldAlphaControl = alphaControl;
glUniform1ui(alphaControlLoc, alphaControl);
}
setupBlending();
OpenGL::Framebuffer poop = getColourFBO();
poop.bind(OpenGL::DrawAndReadFramebuffer);
const u32 depthControl = regs[PICAInternalRegs::DepthAndColorMask];
const bool depthEnable = depthControl & 1;
const bool depthWriteEnable = getBit<12>(depthControl);
const int depthFunc = getBits<4, 3>(depthControl);
const int colourMask = getBits<8, 4>(depthControl);
glColorMask(colourMask & 1, colourMask & 2, colourMask & 4, colourMask & 8);
static constexpr std::array<GLenum, 8> depthModes = {
GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL
};
const float depthScale = f24::fromRaw(regs[PICAInternalRegs::DepthScale] & 0xffffff).toFloat32();
const float depthOffset = f24::fromRaw(regs[PICAInternalRegs::DepthOffset] & 0xffffff).toFloat32();
const bool depthMapEnable = regs[PICAInternalRegs::DepthmapEnable] & 1;
// Update depth uniforms
if (oldDepthScale != depthScale) {
oldDepthScale = depthScale;
glUniform1f(depthScaleLoc, depthScale);
}
if (oldDepthOffset != depthOffset) {
oldDepthOffset = depthOffset;
glUniform1f(depthOffsetLoc, depthOffset);
}
if (oldDepthmapEnable != depthMapEnable) {
oldDepthmapEnable = depthMapEnable;
glUniform1i(depthmapEnableLoc, depthMapEnable);
}
setupTextureEnvState();
// Hack for rendering texture 1
if (regs[0x80] & 1) {
const u32 dim = regs[0x82];
const u32 config = regs[0x83];
const u32 height = dim & 0x7ff;
const u32 width = getBits<16, 11>(dim);
const u32 addr = (regs[0x85] & 0x0FFFFFFF) << 3;
const u32 format = regs[0x8E] & 0xF;
Texture targetTex(addr, static_cast<Texture::Formats>(format), width, height, config);
OpenGL::Texture tex = getTexture(targetTex);
tex.bind();
}
// Update the texture unit configuration uniform if it changed
const u32 texUnitConfig = regs[PICAInternalRegs::TexUnitCfg];
if (oldTexUnitConfig != texUnitConfig) {
oldTexUnitConfig = texUnitConfig;
glUniform1ui(texUnitConfigLoc, texUnitConfig);
}
// TODO: Actually use this
float viewportWidth = f24::fromRaw(regs[PICAInternalRegs::ViewportWidth] & 0xffffff).toFloat32() * 2.0;
float viewportHeight = f24::fromRaw(regs[PICAInternalRegs::ViewportHeight] & 0xffffff).toFloat32() * 2.0;
OpenGL::setViewport(viewportWidth, viewportHeight);
// 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
if (depthEnable) {
OpenGL::enableDepth();
glDepthFunc(depthModes[depthFunc]);
glDepthMask(depthWriteEnable ? GL_TRUE : GL_FALSE);
bindDepthBuffer();
} else {
if (depthWriteEnable) {
OpenGL::enableDepth();
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
bindDepthBuffer();
} else {
OpenGL::disableDepth();
}
}
vbo.bufferVertsSub(vertices, count);
OpenGL::draw(primType, count);
}
constexpr u32 topScreenBuffer = 0x1f000000;
constexpr u32 bottomScreenBuffer = 0x1f05dc00;
// Quick hack to display top screen for now
void Renderer::display() {
OpenGL::disableScissor();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
screenFramebuffer.bind(OpenGL::ReadFramebuffer);
glBlitFramebuffer(0, 0, 400, 480, 0, 0, 400, 480, GL_COLOR_BUFFER_BIT, GL_LINEAR);
}
void Renderer::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) {
return;
log("GPU: Clear buffer\nStart: %08X End: %08X\nValue: %08X Control: %08X\n", startAddress, endAddress, value, control);
const float r = float(getBits<24, 8>(value)) / 255.0;
const float g = float(getBits<16, 8>(value)) / 255.0;
const float b = float(getBits<8, 8>(value)) / 255.0;
const float a = float(value & 0xff) / 255.0;
if (startAddress == topScreenBuffer) {
log("GPU: Cleared top screen\n");
} else if (startAddress == bottomScreenBuffer) {
log("GPU: Tried to clear bottom screen\n");
return;
} else {
log("GPU: Clearing some unknown buffer\n");
}
OpenGL::setClearColor(r, g, b, a);
OpenGL::clearColor();
}
OpenGL::Framebuffer Renderer::getColourFBO() {
//We construct a colour buffer object and see if our cache has any matching colour buffers in it
// If not, we allocate a texture & FBO for our framebuffer and store it in the cache
ColourBuffer sampleBuffer(colourBufferLoc, colourBufferFormat, fbSize.x(), fbSize.y());
auto buffer = colourBufferCache.find(sampleBuffer);
if (buffer.has_value()) {
return buffer.value().get().fbo;
} else {
return colourBufferCache.add(sampleBuffer).fbo;
}
}
void Renderer::bindDepthBuffer() {
// Similar logic as the getColourFBO function
DepthBuffer sampleBuffer(depthBufferLoc, depthBufferFormat, fbSize.x(), fbSize.y());
auto buffer = depthBufferCache.find(sampleBuffer);
GLuint tex;
if (buffer.has_value()) {
tex = buffer.value().get().texture.m_handle;
} else {
tex = depthBufferCache.add(sampleBuffer).texture.m_handle;
}
if (DepthBuffer::Formats::Depth24Stencil8 != depthBufferFormat) Helpers::panic("TODO: Should we remove stencil attachment?");
auto attachment = depthBufferFormat == DepthBuffer::Formats::Depth24Stencil8 ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
}
OpenGL::Texture Renderer::getTexture(Texture& tex) {
// Similar logic as the getColourFBO/bindDepthBuffer functions
auto buffer = textureCache.find(tex);
if (buffer.has_value()) {
return buffer.value().get().texture;
} else {
const void* textureData = gpu.getPointerPhys<void*>(tex.location); // Get pointer to the texture data in 3DS memory
Texture& newTex = textureCache.add(tex);
newTex.decodeTexture(textureData);
return newTex.texture;
}
}
void Renderer::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags) {
const u32 inputWidth = inputSize & 0xffff;
const u32 inputGap = inputSize >> 16;
const u32 outputWidth = outputSize & 0xffff;
const u32 outputGap = outputSize >> 16;
auto framebuffer = colourBufferCache.findFromAddress(inputAddr);
// If there's a framebuffer at this address, use it. Otherwise go back to our old hack and display framebuffer 0
// Displays are hard I really don't want to try implementing them because getting a fast solution is terrible
OpenGL::Texture& tex = framebuffer.has_value() ? framebuffer.value().get().texture : colourBufferCache[0].texture;
tex.bind();
screenFramebuffer.bind(OpenGL::DrawFramebuffer);
OpenGL::disableBlend();
OpenGL::disableDepth();
OpenGL::disableScissor();
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
// We consider output gap == 320 to mean bottom, and anything else to mean top
if (outputGap == 320) {
OpenGL::setViewport(40, 0, 320, 240); // Bottom screen viewport
} else {
OpenGL::setViewport(0, 240, 400, 240); // Top screen viewport
}
dummyVAO.bind();
OpenGL::draw(OpenGL::TriangleStrip, 4); // Actually draw our 3DS screen
}