Merge pull request #789 from tfarley/opengl-renderer

OpenGL Hardware Renderer
This commit is contained in:
bunnei 2015-05-22 19:40:57 -04:00
commit 7b94b312d3
34 changed files with 2271 additions and 49 deletions

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@ -18,6 +18,8 @@
#include "citra/config.h" #include "citra/config.h"
#include "citra/emu_window/emu_window_glfw.h" #include "citra/emu_window/emu_window_glfw.h"
#include "video_core/video_core.h"
/// Application entry point /// Application entry point
int main(int argc, char **argv) { int main(int argc, char **argv) {
Log::Filter log_filter(Log::Level::Debug); Log::Filter log_filter(Log::Level::Debug);
@ -34,6 +36,8 @@ int main(int argc, char **argv) {
std::string boot_filename = argv[1]; std::string boot_filename = argv[1];
EmuWindow_GLFW* emu_window = new EmuWindow_GLFW; EmuWindow_GLFW* emu_window = new EmuWindow_GLFW;
VideoCore::g_hw_renderer_enabled = Settings::values.use_hw_renderer;
System::Init(emu_window); System::Init(emu_window);
Loader::ResultStatus load_result = Loader::LoadFile(boot_filename); Loader::ResultStatus load_result = Loader::LoadFile(boot_filename);

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@ -70,6 +70,8 @@ void Config::ReadValues() {
Settings::values.frame_skip = glfw_config->GetInteger("Core", "frame_skip", 0); Settings::values.frame_skip = glfw_config->GetInteger("Core", "frame_skip", 0);
// Renderer // Renderer
Settings::values.use_hw_renderer = glfw_config->GetBoolean("Renderer", "use_hw_renderer", false);
Settings::values.bg_red = (float)glfw_config->GetReal("Renderer", "bg_red", 1.0); Settings::values.bg_red = (float)glfw_config->GetReal("Renderer", "bg_red", 1.0);
Settings::values.bg_green = (float)glfw_config->GetReal("Renderer", "bg_green", 1.0); Settings::values.bg_green = (float)glfw_config->GetReal("Renderer", "bg_green", 1.0);
Settings::values.bg_blue = (float)glfw_config->GetReal("Renderer", "bg_blue", 1.0); Settings::values.bg_blue = (float)glfw_config->GetReal("Renderer", "bg_blue", 1.0);

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@ -42,6 +42,10 @@ gpu_refresh_rate =
frame_skip = frame_skip =
[Renderer] [Renderer]
# Whether to use software or hardware rendering.
# 0 (default): Software, 1: Hardware
use_hw_renderer =
# The clear color for the renderer. What shows up on the sides of the bottom screen. # The clear color for the renderer. What shows up on the sides of the bottom screen.
# Must be in range of 0.0-1.0. Defaults to 1.0 for all. # Must be in range of 0.0-1.0. Defaults to 1.0 for all.
bg_red = bg_red =

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@ -28,11 +28,11 @@
EmuThread::EmuThread(GRenderWindow* render_window) : EmuThread::EmuThread(GRenderWindow* render_window) :
exec_step(false), running(false), stop_run(false), render_window(render_window) { exec_step(false), running(false), stop_run(false), render_window(render_window) {
connect(this, SIGNAL(started()), render_window, SLOT(moveContext()));
} }
void EmuThread::run() { void EmuThread::run() {
render_window->MakeCurrent();
stop_run = false; stop_run = false;
// holds whether the cpu was running during the last iteration, // holds whether the cpu was running during the last iteration,

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@ -54,6 +54,8 @@ void Config::ReadValues() {
qt_config->endGroup(); qt_config->endGroup();
qt_config->beginGroup("Renderer"); qt_config->beginGroup("Renderer");
Settings::values.use_hw_renderer = qt_config->value("use_hw_renderer", false).toBool();
Settings::values.bg_red = qt_config->value("bg_red", 1.0).toFloat(); Settings::values.bg_red = qt_config->value("bg_red", 1.0).toFloat();
Settings::values.bg_green = qt_config->value("bg_green", 1.0).toFloat(); Settings::values.bg_green = qt_config->value("bg_green", 1.0).toFloat();
Settings::values.bg_blue = qt_config->value("bg_blue", 1.0).toFloat(); Settings::values.bg_blue = qt_config->value("bg_blue", 1.0).toFloat();
@ -105,6 +107,8 @@ void Config::SaveValues() {
qt_config->endGroup(); qt_config->endGroup();
qt_config->beginGroup("Renderer"); qt_config->beginGroup("Renderer");
qt_config->setValue("use_hw_renderer", Settings::values.use_hw_renderer);
// Cast to double because Qt's written float values are not human-readable // Cast to double because Qt's written float values are not human-readable
qt_config->setValue("bg_red", (double)Settings::values.bg_red); qt_config->setValue("bg_red", (double)Settings::values.bg_red);
qt_config->setValue("bg_green", (double)Settings::values.bg_green); qt_config->setValue("bg_green", (double)Settings::values.bg_green);

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@ -44,6 +44,8 @@
#include "core/arm/disassembler/load_symbol_map.h" #include "core/arm/disassembler/load_symbol_map.h"
#include "citra_qt/config.h" #include "citra_qt/config.h"
#include "video_core/video_core.h"
#include "version.h" #include "version.h"
GMainWindow::GMainWindow() : emu_thread(nullptr) GMainWindow::GMainWindow() : emu_thread(nullptr)
@ -123,6 +125,9 @@ GMainWindow::GMainWindow() : emu_thread(nullptr)
restoreState(settings.value("state").toByteArray()); restoreState(settings.value("state").toByteArray());
render_window->restoreGeometry(settings.value("geometryRenderWindow").toByteArray()); render_window->restoreGeometry(settings.value("geometryRenderWindow").toByteArray());
ui.action_Use_Hardware_Renderer->setChecked(Settings::values.use_hw_renderer);
SetHardwareRendererEnabled(ui.action_Use_Hardware_Renderer->isChecked());
ui.action_Single_Window_Mode->setChecked(settings.value("singleWindowMode", true).toBool()); ui.action_Single_Window_Mode->setChecked(settings.value("singleWindowMode", true).toBool());
ToggleWindowMode(); ToggleWindowMode();
@ -135,6 +140,7 @@ GMainWindow::GMainWindow() : emu_thread(nullptr)
connect(ui.action_Start, SIGNAL(triggered()), this, SLOT(OnStartGame())); connect(ui.action_Start, SIGNAL(triggered()), this, SLOT(OnStartGame()));
connect(ui.action_Pause, SIGNAL(triggered()), this, SLOT(OnPauseGame())); connect(ui.action_Pause, SIGNAL(triggered()), this, SLOT(OnPauseGame()));
connect(ui.action_Stop, SIGNAL(triggered()), this, SLOT(OnStopGame())); connect(ui.action_Stop, SIGNAL(triggered()), this, SLOT(OnStopGame()));
connect(ui.action_Use_Hardware_Renderer, SIGNAL(triggered(bool)), this, SLOT(SetHardwareRendererEnabled(bool)));
connect(ui.action_Single_Window_Mode, SIGNAL(triggered(bool)), this, SLOT(ToggleWindowMode())); connect(ui.action_Single_Window_Mode, SIGNAL(triggered(bool)), this, SLOT(ToggleWindowMode()));
connect(ui.action_Hotkeys, SIGNAL(triggered()), this, SLOT(OnOpenHotkeysDialog())); connect(ui.action_Hotkeys, SIGNAL(triggered()), this, SLOT(OnOpenHotkeysDialog()));
@ -210,6 +216,7 @@ void GMainWindow::BootGame(std::string filename) {
// Create and start the emulation thread // Create and start the emulation thread
emu_thread = Common::make_unique<EmuThread>(render_window); emu_thread = Common::make_unique<EmuThread>(render_window);
emit EmulationStarting(emu_thread.get()); emit EmulationStarting(emu_thread.get());
render_window->moveContext();
emu_thread->start(); emu_thread->start();
// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues // BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues
@ -300,6 +307,9 @@ void GMainWindow::OnOpenHotkeysDialog()
dialog.exec(); dialog.exec();
} }
void GMainWindow::SetHardwareRendererEnabled(bool enabled) {
VideoCore::g_hw_renderer_enabled = enabled;
}
void GMainWindow::ToggleWindowMode() { void GMainWindow::ToggleWindowMode() {
if (ui.action_Single_Window_Mode->isChecked()) { if (ui.action_Single_Window_Mode->isChecked()) {

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@ -69,6 +69,7 @@ private slots:
void OnOpenHotkeysDialog(); void OnOpenHotkeysDialog();
void OnConfigure(); void OnConfigure();
void OnDisplayTitleBars(bool); void OnDisplayTitleBars(bool);
void SetHardwareRendererEnabled(bool);
void ToggleWindowMode(); void ToggleWindowMode();
private: private:

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@ -52,6 +52,7 @@
<addaction name="action_Pause"/> <addaction name="action_Pause"/>
<addaction name="action_Stop"/> <addaction name="action_Stop"/>
<addaction name="separator"/> <addaction name="separator"/>
<addaction name="action_Use_Hardware_Renderer"/>
<addaction name="action_Configure"/> <addaction name="action_Configure"/>
</widget> </widget>
<widget class="QMenu" name="menu_View"> <widget class="QMenu" name="menu_View">
@ -131,6 +132,14 @@
<string>Configure &amp;Hotkeys ...</string> <string>Configure &amp;Hotkeys ...</string>
</property> </property>
</action> </action>
<action name="action_Use_Hardware_Renderer">
<property name="checkable">
<bool>true</bool>
</property>
<property name="text">
<string>Use Hardware Renderer</string>
</property>
</action>
<action name="action_Configure"> <action name="action_Configure">
<property name="text"> <property name="text">
<string>Configure ...</string> <string>Configure ...</string>

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@ -11,6 +11,10 @@
namespace MathUtil namespace MathUtil
{ {
inline bool IntervalsIntersect(unsigned start0, unsigned length0, unsigned start1, unsigned length1) {
return (std::max(start0, start1) <= std::min(start0 + length0, start1 + length1));
}
template<typename T> template<typename T>
inline T Clamp(const T val, const T& min, const T& max) inline T Clamp(const T val, const T& min, const T& max)
{ {

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@ -15,6 +15,7 @@
#include "core/hw/lcd.h" #include "core/hw/lcd.h"
#include "video_core/gpu_debugger.h" #include "video_core/gpu_debugger.h"
#include "video_core/video_core.h"
// Main graphics debugger object - TODO: Here is probably not the best place for this // Main graphics debugger object - TODO: Here is probably not the best place for this
GraphicsDebugger g_debugger; GraphicsDebugger g_debugger;
@ -264,6 +265,8 @@ static void FlushDataCache(Service::Interface* self) {
u32 size = cmd_buff[2]; u32 size = cmd_buff[2];
u32 process = cmd_buff[4]; u32 process = cmd_buff[4];
VideoCore::g_renderer->hw_rasterizer->NotifyFlush(Memory::VirtualToPhysicalAddress(address), size);
// TODO(purpasmart96): Verify return header on HW // TODO(purpasmart96): Verify return header on HW
cmd_buff[1] = RESULT_SUCCESS.raw; // No error cmd_buff[1] = RESULT_SUCCESS.raw; // No error
@ -352,10 +355,16 @@ static void ExecuteCommand(const Command& command, u32 thread_id) {
// GX request DMA - typically used for copying memory from GSP heap to VRAM // GX request DMA - typically used for copying memory from GSP heap to VRAM
case CommandId::REQUEST_DMA: case CommandId::REQUEST_DMA:
VideoCore::g_renderer->hw_rasterizer->NotifyPreRead(Memory::VirtualToPhysicalAddress(command.dma_request.source_address),
command.dma_request.size);
memcpy(Memory::GetPointer(command.dma_request.dest_address), memcpy(Memory::GetPointer(command.dma_request.dest_address),
Memory::GetPointer(command.dma_request.source_address), Memory::GetPointer(command.dma_request.source_address),
command.dma_request.size); command.dma_request.size);
SignalInterrupt(InterruptId::DMA); SignalInterrupt(InterruptId::DMA);
VideoCore::g_renderer->hw_rasterizer->NotifyFlush(Memory::VirtualToPhysicalAddress(command.dma_request.dest_address),
command.dma_request.size);
break; break;
// ctrulib homebrew sends all relevant command list data with this command, // ctrulib homebrew sends all relevant command list data with this command,

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@ -9,7 +9,11 @@
#include "core/hle/hle.h" #include "core/hle/hle.h"
#include "core/hle/kernel/event.h" #include "core/hle/kernel/event.h"
#include "core/hle/service/y2r_u.h" #include "core/hle/service/y2r_u.h"
#include "core/mem_map.h"
#include "core/memory.h"
#include "video_core/utils.h" #include "video_core/utils.h"
#include "video_core/video_core.h"
//////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////
// Namespace Y2R_U // Namespace Y2R_U
@ -260,6 +264,13 @@ static void StartConversion(Service::Interface* self) {
break; break;
} }
} }
// dst_image_size would seem to be perfect for this, but it doesn't include the stride :(
u32 total_output_size = conversion_params.input_lines *
(conversion_params.dst_transfer_unit + conversion_params.dst_stride);
VideoCore::g_renderer->hw_rasterizer->NotifyFlush(
Memory::VirtualToPhysicalAddress(conversion_params.dst_address), total_output_size);
LOG_DEBUG(Service_Y2R, "called"); LOG_DEBUG(Service_Y2R, "called");
completion_event->Signal(); completion_event->Signal();

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@ -106,6 +106,8 @@ inline void Write(u32 addr, const T data) {
} else { } else {
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PSC1); GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PSC1);
} }
VideoCore::g_renderer->hw_rasterizer->NotifyFlush(config.GetStartAddress(), config.GetEndAddress() - config.GetStartAddress());
} }
break; break;
} }
@ -129,19 +131,25 @@ inline void Write(u32 addr, const T data) {
u32 output_width = config.output_width / horizontal_scale; u32 output_width = config.output_width / horizontal_scale;
u32 output_height = config.output_height / vertical_scale; u32 output_height = config.output_height / vertical_scale;
u32 input_size = config.input_width * config.input_height * GPU::Regs::BytesPerPixel(config.input_format);
u32 output_size = output_width * output_height * GPU::Regs::BytesPerPixel(config.output_format);
VideoCore::g_renderer->hw_rasterizer->NotifyPreRead(config.GetPhysicalInputAddress(), input_size);
if (config.raw_copy) { if (config.raw_copy) {
// Raw copies do not perform color conversion nor tiled->linear / linear->tiled conversions // Raw copies do not perform color conversion nor tiled->linear / linear->tiled conversions
// TODO(Subv): Verify if raw copies perform scaling // TODO(Subv): Verify if raw copies perform scaling
memcpy(dst_pointer, src_pointer, config.output_width * config.output_height * memcpy(dst_pointer, src_pointer, output_size);
GPU::Regs::BytesPerPixel(config.output_format));
LOG_TRACE(HW_GPU, "DisplayTriggerTransfer: 0x%08x bytes from 0x%08x(%ux%u)-> 0x%08x(%ux%u), output format: %x, flags 0x%08X, Raw copy", LOG_TRACE(HW_GPU, "DisplayTriggerTransfer: 0x%08x bytes from 0x%08x(%ux%u)-> 0x%08x(%ux%u), output format: %x, flags 0x%08X, Raw copy",
config.output_height * output_width * GPU::Regs::BytesPerPixel(config.output_format), output_size,
config.GetPhysicalInputAddress(), config.input_width.Value(), config.input_height.Value(), config.GetPhysicalInputAddress(), config.input_width.Value(), config.input_height.Value(),
config.GetPhysicalOutputAddress(), config.output_width.Value(), config.output_height.Value(), config.GetPhysicalOutputAddress(), config.output_width.Value(), config.output_height.Value(),
config.output_format.Value(), config.flags); config.output_format.Value(), config.flags);
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF); GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF);
VideoCore::g_renderer->hw_rasterizer->NotifyFlush(config.GetPhysicalOutputAddress(), output_size);
break; break;
} }
@ -247,6 +255,8 @@ inline void Write(u32 addr, const T data) {
config.output_format.Value(), config.flags); config.output_format.Value(), config.flags);
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF); GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF);
VideoCore::g_renderer->hw_rasterizer->NotifyFlush(config.GetPhysicalOutputAddress(), output_size);
} }
break; break;
} }

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@ -45,6 +45,8 @@ struct Values {
int region_value; int region_value;
// Renderer // Renderer
bool use_hw_renderer;
float bg_red; float bg_red;
float bg_green; float bg_green;
float bg_blue; float bg_blue;

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@ -1,7 +1,11 @@
set(SRCS set(SRCS
renderer_opengl/generated/gl_3_2_core.c renderer_opengl/generated/gl_3_2_core.c
renderer_opengl/renderer_opengl.cpp renderer_opengl/gl_rasterizer.cpp
renderer_opengl/gl_rasterizer_cache.cpp
renderer_opengl/gl_resource_manager.cpp
renderer_opengl/gl_shader_util.cpp renderer_opengl/gl_shader_util.cpp
renderer_opengl/gl_state.cpp
renderer_opengl/renderer_opengl.cpp
debug_utils/debug_utils.cpp debug_utils/debug_utils.cpp
clipper.cpp clipper.cpp
command_processor.cpp command_processor.cpp
@ -15,13 +19,19 @@ set(SRCS
set(HEADERS set(HEADERS
debug_utils/debug_utils.h debug_utils/debug_utils.h
renderer_opengl/generated/gl_3_2_core.h renderer_opengl/generated/gl_3_2_core.h
renderer_opengl/gl_rasterizer.h
renderer_opengl/gl_rasterizer_cache.h
renderer_opengl/gl_resource_manager.h
renderer_opengl/gl_shader_util.h renderer_opengl/gl_shader_util.h
renderer_opengl/gl_shaders.h renderer_opengl/gl_shaders.h
renderer_opengl/gl_state.h
renderer_opengl/pica_to_gl.h
renderer_opengl/renderer_opengl.h renderer_opengl/renderer_opengl.h
clipper.h clipper.h
color.h color.h
command_processor.h command_processor.h
gpu_debugger.h gpu_debugger.h
hwrasterizer_base.h
math.h math.h
pica.h pica.h
primitive_assembly.h primitive_assembly.h

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@ -12,8 +12,10 @@
#include "pica.h" #include "pica.h"
#include "primitive_assembly.h" #include "primitive_assembly.h"
#include "vertex_shader.h" #include "vertex_shader.h"
#include "video_core.h"
#include "core/hle/service/gsp_gpu.h" #include "core/hle/service/gsp_gpu.h"
#include "core/hw/gpu.h" #include "core/hw/gpu.h"
#include "core/settings.h"
#include "debug_utils/debug_utils.h" #include "debug_utils/debug_utils.h"
@ -107,7 +109,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
bool index_u16 = index_info.format != 0; bool index_u16 = index_info.format != 0;
DebugUtils::GeometryDumper geometry_dumper; DebugUtils::GeometryDumper geometry_dumper;
PrimitiveAssembler<VertexShader::OutputVertex> clipper_primitive_assembler(registers.triangle_topology.Value()); PrimitiveAssembler<VertexShader::OutputVertex> primitive_assembler(registers.triangle_topology.Value());
PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(registers.triangle_topology.Value()); PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(registers.triangle_topology.Value());
for (unsigned int index = 0; index < registers.num_vertices; ++index) for (unsigned int index = 0; index < registers.num_vertices; ++index)
@ -185,9 +187,25 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
// TODO: Add processed vertex to vertex cache! // TODO: Add processed vertex to vertex cache!
} }
// Send to triangle clipper if (Settings::values.use_hw_renderer) {
clipper_primitive_assembler.SubmitVertex(output, Clipper::ProcessTriangle); // Send to hardware renderer
static auto AddHWTriangle = [](const Pica::VertexShader::OutputVertex& v0,
const Pica::VertexShader::OutputVertex& v1,
const Pica::VertexShader::OutputVertex& v2) {
VideoCore::g_renderer->hw_rasterizer->AddTriangle(v0, v1, v2);
};
primitive_assembler.SubmitVertex(output, AddHWTriangle);
} else {
// Send to triangle clipper
primitive_assembler.SubmitVertex(output, Clipper::ProcessTriangle);
}
} }
if (Settings::values.use_hw_renderer) {
VideoCore::g_renderer->hw_rasterizer->DrawTriangles();
}
geometry_dumper.Dump(); geometry_dumper.Dump();
if (g_debug_context) if (g_debug_context)
@ -340,6 +358,8 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
break; break;
} }
VideoCore::g_renderer->hw_rasterizer->NotifyPicaRegisterChanged(id);
if (g_debug_context) if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::CommandProcessed, reinterpret_cast<void*>(&id)); g_debug_context->OnEvent(DebugContext::Event::CommandProcessed, reinterpret_cast<void*>(&id));
} }

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@ -24,6 +24,7 @@
#include "video_core/math.h" #include "video_core/math.h"
#include "video_core/pica.h" #include "video_core/pica.h"
#include "video_core/utils.h" #include "video_core/utils.h"
#include "video_core/video_core.h"
#include "debug_utils.h" #include "debug_utils.h"
@ -40,6 +41,9 @@ void DebugContext::OnEvent(Event event, void* data) {
{ {
std::unique_lock<std::mutex> lock(breakpoint_mutex); std::unique_lock<std::mutex> lock(breakpoint_mutex);
// Commit the hardware renderer's framebuffer so it will show on debug widgets
VideoCore::g_renderer->hw_rasterizer->CommitFramebuffer();
// TODO: Should stop the CPU thread here once we multithread emulation. // TODO: Should stop the CPU thread here once we multithread emulation.
active_breakpoint = event; active_breakpoint = event;

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@ -0,0 +1,40 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/emu_window.h"
#include "video_core/vertex_shader.h"
class HWRasterizer {
public:
virtual ~HWRasterizer() {
}
/// Initialize API-specific GPU objects
virtual void InitObjects() = 0;
/// Reset the rasterizer, such as flushing all caches and updating all state
virtual void Reset() = 0;
/// Queues the primitive formed by the given vertices for rendering
virtual void AddTriangle(const Pica::VertexShader::OutputVertex& v0,
const Pica::VertexShader::OutputVertex& v1,
const Pica::VertexShader::OutputVertex& v2) = 0;
/// Draw the current batch of triangles
virtual void DrawTriangles() = 0;
/// Commit the rasterizer's framebuffer contents immediately to the current 3DS memory framebuffer
virtual void CommitFramebuffer() = 0;
/// Notify rasterizer that the specified PICA register has been changed
virtual void NotifyPicaRegisterChanged(u32 id) = 0;
/// Notify rasterizer that the specified 3DS memory region will be read from after this notification
virtual void NotifyPreRead(PAddr addr, u32 size) = 0;
/// Notify rasterizer that a 3DS memory region has been changed
virtual void NotifyFlush(PAddr addr, u32 size) = 0;
};

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@ -490,20 +490,37 @@ struct Regs {
} }
} }
struct { // Components are laid out in reverse byte order, most significant bits first.
// Components are laid out in reverse byte order, most significant bits first. enum ColorFormat : u32 {
enum ColorFormat : u32 { RGBA8 = 0,
RGBA8 = 0, RGB8 = 1,
RGB8 = 1, RGB5A1 = 2,
RGB5A1 = 2, RGB565 = 3,
RGB565 = 3, RGBA4 = 4,
RGBA4 = 4, };
};
// Returns the number of bytes in the specified color format
static unsigned BytesPerColorPixel(ColorFormat format) {
switch (format) {
case ColorFormat::RGBA8:
return 4;
case ColorFormat::RGB8:
return 3;
case ColorFormat::RGB5A1:
case ColorFormat::RGB565:
case ColorFormat::RGBA4:
return 2;
default:
LOG_CRITICAL(HW_GPU, "Unknown color format %u", format);
UNIMPLEMENTED();
}
}
struct {
INSERT_PADDING_WORDS(0x6); INSERT_PADDING_WORDS(0x6);
DepthFormat depth_format; DepthFormat depth_format;
BitField<16, 3, u32> color_format; BitField<16, 3, ColorFormat> color_format;
INSERT_PADDING_WORDS(0x4); INSERT_PADDING_WORDS(0x4);

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@ -36,23 +36,23 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
u8* dst_pixel = Memory::GetPhysicalPointer(addr) + dst_offset; u8* dst_pixel = Memory::GetPhysicalPointer(addr) + dst_offset;
switch (registers.framebuffer.color_format) { switch (registers.framebuffer.color_format) {
case registers.framebuffer.RGBA8: case Pica::Regs::ColorFormat::RGBA8:
Color::EncodeRGBA8(color, dst_pixel); Color::EncodeRGBA8(color, dst_pixel);
break; break;
case registers.framebuffer.RGB8: case Pica::Regs::ColorFormat::RGB8:
Color::EncodeRGB8(color, dst_pixel); Color::EncodeRGB8(color, dst_pixel);
break; break;
case registers.framebuffer.RGB5A1: case Pica::Regs::ColorFormat::RGB5A1:
Color::EncodeRGB5A1(color, dst_pixel); Color::EncodeRGB5A1(color, dst_pixel);
break; break;
case registers.framebuffer.RGB565: case Pica::Regs::ColorFormat::RGB565:
Color::EncodeRGB565(color, dst_pixel); Color::EncodeRGB565(color, dst_pixel);
break; break;
case registers.framebuffer.RGBA4: case Pica::Regs::ColorFormat::RGBA4:
Color::EncodeRGBA4(color, dst_pixel); Color::EncodeRGBA4(color, dst_pixel);
break; break;
@ -73,19 +73,19 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
u8* src_pixel = Memory::GetPhysicalPointer(addr) + src_offset; u8* src_pixel = Memory::GetPhysicalPointer(addr) + src_offset;
switch (registers.framebuffer.color_format) { switch (registers.framebuffer.color_format) {
case registers.framebuffer.RGBA8: case Pica::Regs::ColorFormat::RGBA8:
return Color::DecodeRGBA8(src_pixel); return Color::DecodeRGBA8(src_pixel);
case registers.framebuffer.RGB8: case Pica::Regs::ColorFormat::RGB8:
return Color::DecodeRGB8(src_pixel); return Color::DecodeRGB8(src_pixel);
case registers.framebuffer.RGB5A1: case Pica::Regs::ColorFormat::RGB5A1:
return Color::DecodeRGB5A1(src_pixel); return Color::DecodeRGB5A1(src_pixel);
case registers.framebuffer.RGB565: case Pica::Regs::ColorFormat::RGB565:
return Color::DecodeRGB565(src_pixel); return Color::DecodeRGB565(src_pixel);
case registers.framebuffer.RGBA4: case Pica::Regs::ColorFormat::RGBA4:
return Color::DecodeRGBA4(src_pixel); return Color::DecodeRGBA4(src_pixel);
default: default:

View File

@ -6,6 +6,8 @@
#include "common/common_types.h" #include "common/common_types.h"
#include "video_core/hwrasterizer_base.h"
class RendererBase : NonCopyable { class RendererBase : NonCopyable {
public: public:
@ -48,6 +50,8 @@ public:
return m_current_frame; return m_current_frame;
} }
std::unique_ptr<HWRasterizer> hw_rasterizer;
protected: protected:
f32 m_current_fps; ///< Current framerate, should be set by the renderer f32 m_current_fps; ///< Current framerate, should be set by the renderer
int m_current_frame; ///< Current frame, should be set by the renderer int m_current_frame; ///< Current frame, should be set by the renderer

View File

@ -0,0 +1,879 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "core/settings.h"
#include "core/hw/gpu.h"
#include "video_core/color.h"
#include "video_core/pica.h"
#include "video_core/utils.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shaders.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/pica_to_gl.h"
#include "generated/gl_3_2_core.h"
#include <memory>
static bool IsPassThroughTevStage(const Pica::Regs::TevStageConfig& stage) {
return (stage.color_op == Pica::Regs::TevStageConfig::Operation::Replace &&
stage.alpha_op == Pica::Regs::TevStageConfig::Operation::Replace &&
stage.color_source1 == Pica::Regs::TevStageConfig::Source::Previous &&
stage.alpha_source1 == Pica::Regs::TevStageConfig::Source::Previous &&
stage.color_modifier1 == Pica::Regs::TevStageConfig::ColorModifier::SourceColor &&
stage.alpha_modifier1 == Pica::Regs::TevStageConfig::AlphaModifier::SourceAlpha &&
stage.GetColorMultiplier() == 1 &&
stage.GetAlphaMultiplier() == 1);
}
RasterizerOpenGL::RasterizerOpenGL() : last_fb_color_addr(0), last_fb_depth_addr(0) { }
RasterizerOpenGL::~RasterizerOpenGL() { }
void RasterizerOpenGL::InitObjects() {
// Create the hardware shader program and get attrib/uniform locations
shader.Create(GLShaders::g_vertex_shader_hw, GLShaders::g_fragment_shader_hw);
attrib_position = glGetAttribLocation(shader.handle, "vert_position");
attrib_color = glGetAttribLocation(shader.handle, "vert_color");
attrib_texcoords = glGetAttribLocation(shader.handle, "vert_texcoords");
uniform_alphatest_enabled = glGetUniformLocation(shader.handle, "alphatest_enabled");
uniform_alphatest_func = glGetUniformLocation(shader.handle, "alphatest_func");
uniform_alphatest_ref = glGetUniformLocation(shader.handle, "alphatest_ref");
uniform_tex = glGetUniformLocation(shader.handle, "tex");
uniform_tev_combiner_buffer_color = glGetUniformLocation(shader.handle, "tev_combiner_buffer_color");
const auto tev_stages = Pica::registers.GetTevStages();
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); ++tev_stage_index) {
auto& uniform_tev_cfg = uniform_tev_cfgs[tev_stage_index];
std::string tev_ref_str = "tev_cfgs[" + std::to_string(tev_stage_index) + "]";
uniform_tev_cfg.enabled = glGetUniformLocation(shader.handle, (tev_ref_str + ".enabled").c_str());
uniform_tev_cfg.color_sources = glGetUniformLocation(shader.handle, (tev_ref_str + ".color_sources").c_str());
uniform_tev_cfg.alpha_sources = glGetUniformLocation(shader.handle, (tev_ref_str + ".alpha_sources").c_str());
uniform_tev_cfg.color_modifiers = glGetUniformLocation(shader.handle, (tev_ref_str + ".color_modifiers").c_str());
uniform_tev_cfg.alpha_modifiers = glGetUniformLocation(shader.handle, (tev_ref_str + ".alpha_modifiers").c_str());
uniform_tev_cfg.color_alpha_op = glGetUniformLocation(shader.handle, (tev_ref_str + ".color_alpha_op").c_str());
uniform_tev_cfg.color_alpha_multiplier = glGetUniformLocation(shader.handle, (tev_ref_str + ".color_alpha_multiplier").c_str());
uniform_tev_cfg.const_color = glGetUniformLocation(shader.handle, (tev_ref_str + ".const_color").c_str());
uniform_tev_cfg.updates_combiner_buffer_color_alpha = glGetUniformLocation(shader.handle, (tev_ref_str + ".updates_combiner_buffer_color_alpha").c_str());
}
// Generate VBO and VAO
vertex_buffer.Create();
vertex_array.Create();
// Update OpenGL state
state.draw.vertex_array = vertex_array.handle;
state.draw.vertex_buffer = vertex_buffer.handle;
state.draw.shader_program = shader.handle;
state.Apply();
// Set the texture samplers to correspond to different texture units
glUniform1i(uniform_tex, 0);
glUniform1i(uniform_tex + 1, 1);
glUniform1i(uniform_tex + 2, 2);
// Set vertex attributes
glVertexAttribPointer(attrib_position, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
glVertexAttribPointer(attrib_color, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, color));
glVertexAttribPointer(attrib_texcoords, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0));
glVertexAttribPointer(attrib_texcoords + 1, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord1));
glVertexAttribPointer(attrib_texcoords + 2, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord2));
glEnableVertexAttribArray(attrib_position);
glEnableVertexAttribArray(attrib_color);
glEnableVertexAttribArray(attrib_texcoords);
glEnableVertexAttribArray(attrib_texcoords + 1);
glEnableVertexAttribArray(attrib_texcoords + 2);
// Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
fb_color_texture.texture.Create();
ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
fb_depth_texture.texture.Create();
ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
// Configure OpenGL framebuffer
framebuffer.Create();
state.draw.framebuffer = framebuffer.handle;
// Unbind texture to allow binding to framebuffer
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = 0;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_color_texture.texture.handle, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
ASSERT_MSG(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE,
"OpenGL rasterizer framebuffer setup failed, status %X", glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
void RasterizerOpenGL::Reset() {
SyncCullMode();
SyncBlendEnabled();
SyncBlendFuncs();
SyncBlendColor();
SyncAlphaTest();
SyncStencilTest();
SyncDepthTest();
// TEV stage 0
SyncTevSources(0, Pica::registers.tev_stage0);
SyncTevModifiers(0, Pica::registers.tev_stage0);
SyncTevOps(0, Pica::registers.tev_stage0);
SyncTevColor(0, Pica::registers.tev_stage0);
SyncTevMultipliers(0, Pica::registers.tev_stage0);
// TEV stage 1
SyncTevSources(1, Pica::registers.tev_stage1);
SyncTevModifiers(1, Pica::registers.tev_stage1);
SyncTevOps(1, Pica::registers.tev_stage1);
SyncTevColor(1, Pica::registers.tev_stage1);
SyncTevMultipliers(1, Pica::registers.tev_stage1);
// TEV stage 2
SyncTevSources(2, Pica::registers.tev_stage2);
SyncTevModifiers(2, Pica::registers.tev_stage2);
SyncTevOps(2, Pica::registers.tev_stage2);
SyncTevColor(2, Pica::registers.tev_stage2);
SyncTevMultipliers(2, Pica::registers.tev_stage2);
// TEV stage 3
SyncTevSources(3, Pica::registers.tev_stage3);
SyncTevModifiers(3, Pica::registers.tev_stage3);
SyncTevOps(3, Pica::registers.tev_stage3);
SyncTevColor(3, Pica::registers.tev_stage3);
SyncTevMultipliers(3, Pica::registers.tev_stage3);
// TEV stage 4
SyncTevSources(4, Pica::registers.tev_stage4);
SyncTevModifiers(4, Pica::registers.tev_stage4);
SyncTevOps(4, Pica::registers.tev_stage4);
SyncTevColor(4, Pica::registers.tev_stage4);
SyncTevMultipliers(4, Pica::registers.tev_stage4);
// TEV stage 5
SyncTevSources(5, Pica::registers.tev_stage5);
SyncTevModifiers(5, Pica::registers.tev_stage5);
SyncTevOps(5, Pica::registers.tev_stage5);
SyncTevColor(5, Pica::registers.tev_stage5);
SyncTevMultipliers(5, Pica::registers.tev_stage5);
SyncCombinerColor();
SyncCombinerWriteFlags();
res_cache.FullFlush();
}
void RasterizerOpenGL::AddTriangle(const Pica::VertexShader::OutputVertex& v0,
const Pica::VertexShader::OutputVertex& v1,
const Pica::VertexShader::OutputVertex& v2) {
vertex_batch.push_back(HardwareVertex(v0));
vertex_batch.push_back(HardwareVertex(v1));
vertex_batch.push_back(HardwareVertex(v2));
}
void RasterizerOpenGL::DrawTriangles() {
SyncFramebuffer();
SyncDrawState();
glBufferData(GL_ARRAY_BUFFER, vertex_batch.size() * sizeof(HardwareVertex), vertex_batch.data(), GL_STREAM_DRAW);
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertex_batch.size());
vertex_batch.clear();
// TODO: Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture
}
void RasterizerOpenGL::CommitFramebuffer() {
CommitColorBuffer();
CommitDepthBuffer();
}
void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
if (!Settings::values.use_hw_renderer)
return;
switch(id) {
// Culling
case PICA_REG_INDEX(cull_mode):
SyncCullMode();
break;
// Blending
case PICA_REG_INDEX(output_merger.alphablend_enable):
SyncBlendEnabled();
break;
case PICA_REG_INDEX(output_merger.alpha_blending):
SyncBlendFuncs();
break;
case PICA_REG_INDEX(output_merger.blend_const):
SyncBlendColor();
break;
// Alpha test
case PICA_REG_INDEX(output_merger.alpha_test):
SyncAlphaTest();
break;
// Stencil test
case PICA_REG_INDEX(output_merger.stencil_test):
SyncStencilTest();
break;
// Depth test
case PICA_REG_INDEX(output_merger.depth_test_enable):
SyncDepthTest();
break;
// TEV stage 0
case PICA_REG_INDEX(tev_stage0.color_source1):
SyncTevSources(0, Pica::registers.tev_stage0);
break;
case PICA_REG_INDEX(tev_stage0.color_modifier1):
SyncTevModifiers(0, Pica::registers.tev_stage0);
break;
case PICA_REG_INDEX(tev_stage0.color_op):
SyncTevOps(0, Pica::registers.tev_stage0);
break;
case PICA_REG_INDEX(tev_stage0.const_r):
SyncTevColor(0, Pica::registers.tev_stage0);
break;
case PICA_REG_INDEX(tev_stage0.color_scale):
SyncTevMultipliers(0, Pica::registers.tev_stage0);
break;
// TEV stage 1
case PICA_REG_INDEX(tev_stage1.color_source1):
SyncTevSources(1, Pica::registers.tev_stage1);
break;
case PICA_REG_INDEX(tev_stage1.color_modifier1):
SyncTevModifiers(1, Pica::registers.tev_stage1);
break;
case PICA_REG_INDEX(tev_stage1.color_op):
SyncTevOps(1, Pica::registers.tev_stage1);
break;
case PICA_REG_INDEX(tev_stage1.const_r):
SyncTevColor(1, Pica::registers.tev_stage1);
break;
case PICA_REG_INDEX(tev_stage1.color_scale):
SyncTevMultipliers(1, Pica::registers.tev_stage1);
break;
// TEV stage 2
case PICA_REG_INDEX(tev_stage2.color_source1):
SyncTevSources(2, Pica::registers.tev_stage2);
break;
case PICA_REG_INDEX(tev_stage2.color_modifier1):
SyncTevModifiers(2, Pica::registers.tev_stage2);
break;
case PICA_REG_INDEX(tev_stage2.color_op):
SyncTevOps(2, Pica::registers.tev_stage2);
break;
case PICA_REG_INDEX(tev_stage2.const_r):
SyncTevColor(2, Pica::registers.tev_stage2);
break;
case PICA_REG_INDEX(tev_stage2.color_scale):
SyncTevMultipliers(2, Pica::registers.tev_stage2);
break;
// TEV stage 3
case PICA_REG_INDEX(tev_stage3.color_source1):
SyncTevSources(3, Pica::registers.tev_stage3);
break;
case PICA_REG_INDEX(tev_stage3.color_modifier1):
SyncTevModifiers(3, Pica::registers.tev_stage3);
break;
case PICA_REG_INDEX(tev_stage3.color_op):
SyncTevOps(3, Pica::registers.tev_stage3);
break;
case PICA_REG_INDEX(tev_stage3.const_r):
SyncTevColor(3, Pica::registers.tev_stage3);
break;
case PICA_REG_INDEX(tev_stage3.color_scale):
SyncTevMultipliers(3, Pica::registers.tev_stage3);
break;
// TEV stage 4
case PICA_REG_INDEX(tev_stage4.color_source1):
SyncTevSources(4, Pica::registers.tev_stage4);
break;
case PICA_REG_INDEX(tev_stage4.color_modifier1):
SyncTevModifiers(4, Pica::registers.tev_stage4);
break;
case PICA_REG_INDEX(tev_stage4.color_op):
SyncTevOps(4, Pica::registers.tev_stage4);
break;
case PICA_REG_INDEX(tev_stage4.const_r):
SyncTevColor(4, Pica::registers.tev_stage4);
break;
case PICA_REG_INDEX(tev_stage4.color_scale):
SyncTevMultipliers(4, Pica::registers.tev_stage4);
break;
// TEV stage 5
case PICA_REG_INDEX(tev_stage5.color_source1):
SyncTevSources(5, Pica::registers.tev_stage5);
break;
case PICA_REG_INDEX(tev_stage5.color_modifier1):
SyncTevModifiers(5, Pica::registers.tev_stage5);
break;
case PICA_REG_INDEX(tev_stage5.color_op):
SyncTevOps(5, Pica::registers.tev_stage5);
break;
case PICA_REG_INDEX(tev_stage5.const_r):
SyncTevColor(5, Pica::registers.tev_stage5);
break;
case PICA_REG_INDEX(tev_stage5.color_scale):
SyncTevMultipliers(5, Pica::registers.tev_stage5);
break;
// TEV combiner buffer color
case PICA_REG_INDEX(tev_combiner_buffer_color):
SyncCombinerColor();
break;
// TEV combiner buffer write flags
case PICA_REG_INDEX(tev_combiner_buffer_input):
SyncCombinerWriteFlags();
break;
}
}
void RasterizerOpenGL::NotifyPreRead(PAddr addr, u32 size) {
if (!Settings::values.use_hw_renderer)
return;
PAddr cur_fb_color_addr = Pica::registers.framebuffer.GetColorBufferPhysicalAddress();
u32 cur_fb_color_size = Pica::Regs::BytesPerColorPixel(Pica::registers.framebuffer.color_format)
* Pica::registers.framebuffer.GetWidth() * Pica::registers.framebuffer.GetHeight();
PAddr cur_fb_depth_addr = Pica::registers.framebuffer.GetDepthBufferPhysicalAddress();
u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(Pica::registers.framebuffer.depth_format)
* Pica::registers.framebuffer.GetWidth() * Pica::registers.framebuffer.GetHeight();
// If source memory region overlaps 3DS framebuffers, commit them before the copy happens
if (MathUtil::IntervalsIntersect(addr, size, cur_fb_color_addr, cur_fb_color_size))
CommitColorBuffer();
if (MathUtil::IntervalsIntersect(addr, size, cur_fb_depth_addr, cur_fb_depth_size))
CommitDepthBuffer();
}
void RasterizerOpenGL::NotifyFlush(PAddr addr, u32 size) {
if (!Settings::values.use_hw_renderer)
return;
PAddr cur_fb_color_addr = Pica::registers.framebuffer.GetColorBufferPhysicalAddress();
u32 cur_fb_color_size = Pica::Regs::BytesPerColorPixel(Pica::registers.framebuffer.color_format)
* Pica::registers.framebuffer.GetWidth() * Pica::registers.framebuffer.GetHeight();
PAddr cur_fb_depth_addr = Pica::registers.framebuffer.GetDepthBufferPhysicalAddress();
u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(Pica::registers.framebuffer.depth_format)
* Pica::registers.framebuffer.GetWidth() * Pica::registers.framebuffer.GetHeight();
// If modified memory region overlaps 3DS framebuffers, reload their contents into OpenGL
if (MathUtil::IntervalsIntersect(addr, size, cur_fb_color_addr, cur_fb_color_size))
ReloadColorBuffer();
if (MathUtil::IntervalsIntersect(addr, size, cur_fb_depth_addr, cur_fb_depth_size))
ReloadDepthBuffer();
// Notify cache of flush in case the region touches a cached resource
res_cache.NotifyFlush(addr, size);
}
void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height) {
GLint internal_format;
texture.format = format;
texture.width = width;
texture.height = height;
switch (format) {
case Pica::Regs::ColorFormat::RGBA8:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_INT_8_8_8_8;
break;
case Pica::Regs::ColorFormat::RGB8:
// This pixel format uses BGR since GL_UNSIGNED_BYTE specifies byte-order, unlike every
// specific OpenGL type used in this function using native-endian (that is, little-endian
// mostly everywhere) for words or half-words.
// TODO: check how those behave on big-endian processors.
internal_format = GL_RGB;
texture.gl_format = GL_BGR;
texture.gl_type = GL_UNSIGNED_BYTE;
break;
case Pica::Regs::ColorFormat::RGB5A1:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case Pica::Regs::ColorFormat::RGB565:
internal_format = GL_RGB;
texture.gl_format = GL_RGB;
texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
case Pica::Regs::ColorFormat::RGBA4:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
default:
LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture color format %x", format);
UNIMPLEMENTED();
break;
}
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
texture.gl_format, texture.gl_type, nullptr);
}
void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
GLint internal_format;
texture.format = format;
texture.width = width;
texture.height = height;
switch (format) {
case Pica::Regs::DepthFormat::D16:
internal_format = GL_DEPTH_COMPONENT16;
texture.gl_format = GL_DEPTH_COMPONENT;
texture.gl_type = GL_UNSIGNED_SHORT;
break;
case Pica::Regs::DepthFormat::D24:
internal_format = GL_DEPTH_COMPONENT24;
texture.gl_format = GL_DEPTH_COMPONENT;
texture.gl_type = GL_UNSIGNED_INT_24_8;
break;
case Pica::Regs::DepthFormat::D24S8:
internal_format = GL_DEPTH24_STENCIL8;
texture.gl_format = GL_DEPTH_STENCIL;
texture.gl_type = GL_UNSIGNED_INT_24_8;
break;
default:
LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture depth format %x", format);
UNIMPLEMENTED();
break;
}
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
texture.gl_format, texture.gl_type, nullptr);
}
void RasterizerOpenGL::SyncFramebuffer() {
PAddr cur_fb_color_addr = Pica::registers.framebuffer.GetColorBufferPhysicalAddress();
Pica::Regs::ColorFormat new_fb_color_format = Pica::registers.framebuffer.color_format;
PAddr cur_fb_depth_addr = Pica::registers.framebuffer.GetDepthBufferPhysicalAddress();
Pica::Regs::DepthFormat new_fb_depth_format = Pica::registers.framebuffer.depth_format;
bool fb_size_changed = fb_color_texture.width != Pica::registers.framebuffer.GetWidth() ||
fb_color_texture.height != Pica::registers.framebuffer.GetHeight();
bool color_fb_prop_changed = fb_color_texture.format != new_fb_color_format ||
fb_size_changed;
bool depth_fb_prop_changed = fb_depth_texture.format != new_fb_depth_format ||
fb_size_changed;
bool color_fb_modified = last_fb_color_addr != cur_fb_color_addr ||
color_fb_prop_changed;
bool depth_fb_modified = last_fb_depth_addr != cur_fb_depth_addr ||
depth_fb_prop_changed;
// Commit if framebuffer modified in any way
if (color_fb_modified)
CommitColorBuffer();
if (depth_fb_modified)
CommitDepthBuffer();
// Reconfigure framebuffer textures if any property has changed
if (color_fb_prop_changed) {
ReconfigureColorTexture(fb_color_texture, new_fb_color_format,
Pica::registers.framebuffer.GetWidth(), Pica::registers.framebuffer.GetHeight());
}
if (depth_fb_prop_changed) {
ReconfigureDepthTexture(fb_depth_texture, new_fb_depth_format,
Pica::registers.framebuffer.GetWidth(), Pica::registers.framebuffer.GetHeight());
// Only attach depth buffer as stencil if it supports stencil
switch (new_fb_depth_format) {
case Pica::Regs::DepthFormat::D16:
case Pica::Regs::DepthFormat::D24:
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
break;
case Pica::Regs::DepthFormat::D24S8:
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
break;
default:
LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", new_fb_depth_format);
UNIMPLEMENTED();
break;
}
}
// Load buffer data again if fb modified in any way
if (color_fb_modified) {
last_fb_color_addr = cur_fb_color_addr;
ReloadColorBuffer();
}
if (depth_fb_modified) {
last_fb_depth_addr = cur_fb_depth_addr;
ReloadDepthBuffer();
}
}
void RasterizerOpenGL::SyncCullMode() {
switch (Pica::registers.cull_mode) {
case Pica::Regs::CullMode::KeepAll:
state.cull.enabled = false;
break;
case Pica::Regs::CullMode::KeepClockWise:
state.cull.enabled = true;
state.cull.mode = GL_BACK;
break;
case Pica::Regs::CullMode::KeepCounterClockWise:
state.cull.enabled = true;
state.cull.mode = GL_FRONT;
break;
default:
LOG_CRITICAL(Render_OpenGL, "Unknown cull mode %d", Pica::registers.cull_mode.Value());
UNIMPLEMENTED();
break;
}
}
void RasterizerOpenGL::SyncBlendEnabled() {
state.blend.enabled = Pica::registers.output_merger.alphablend_enable;
}
void RasterizerOpenGL::SyncBlendFuncs() {
state.blend.src_rgb_func = PicaToGL::BlendFunc(Pica::registers.output_merger.alpha_blending.factor_source_rgb);
state.blend.dst_rgb_func = PicaToGL::BlendFunc(Pica::registers.output_merger.alpha_blending.factor_dest_rgb);
state.blend.src_a_func = PicaToGL::BlendFunc(Pica::registers.output_merger.alpha_blending.factor_source_a);
state.blend.dst_a_func = PicaToGL::BlendFunc(Pica::registers.output_merger.alpha_blending.factor_dest_a);
}
void RasterizerOpenGL::SyncBlendColor() {
auto blend_color = PicaToGL::ColorRGBA8((u8*)&Pica::registers.output_merger.blend_const.r);
state.blend.color.red = blend_color[0];
state.blend.color.green = blend_color[1];
state.blend.color.blue = blend_color[2];
state.blend.color.alpha = blend_color[3];
}
void RasterizerOpenGL::SyncAlphaTest() {
glUniform1i(uniform_alphatest_enabled, Pica::registers.output_merger.alpha_test.enable);
glUniform1i(uniform_alphatest_func, Pica::registers.output_merger.alpha_test.func);
glUniform1f(uniform_alphatest_ref, Pica::registers.output_merger.alpha_test.ref / 255.0f);
}
void RasterizerOpenGL::SyncStencilTest() {
// TODO: Implement stencil test, mask, and op
}
void RasterizerOpenGL::SyncDepthTest() {
state.depth.test_enabled = Pica::registers.output_merger.depth_test_enable;
state.depth.test_func = PicaToGL::CompareFunc(Pica::registers.output_merger.depth_test_func);
state.depth.write_mask = Pica::registers.output_merger.depth_write_enable ? GL_TRUE : GL_FALSE;
}
void RasterizerOpenGL::SyncTevSources(unsigned stage_index, const Pica::Regs::TevStageConfig& config) {
GLint color_srcs[3] = { (GLint)config.color_source1.Value(),
(GLint)config.color_source2.Value(),
(GLint)config.color_source3.Value() };
GLint alpha_srcs[3] = { (GLint)config.alpha_source1.Value(),
(GLint)config.alpha_source2.Value(),
(GLint)config.alpha_source3.Value() };
glUniform3iv(uniform_tev_cfgs[stage_index].color_sources, 1, color_srcs);
glUniform3iv(uniform_tev_cfgs[stage_index].alpha_sources, 1, alpha_srcs);
}
void RasterizerOpenGL::SyncTevModifiers(unsigned stage_index, const Pica::Regs::TevStageConfig& config) {
GLint color_mods[3] = { (GLint)config.color_modifier1.Value(),
(GLint)config.color_modifier2.Value(),
(GLint)config.color_modifier3.Value() };
GLint alpha_mods[3] = { (GLint)config.alpha_modifier1.Value(),
(GLint)config.alpha_modifier2.Value(),
(GLint)config.alpha_modifier3.Value() };
glUniform3iv(uniform_tev_cfgs[stage_index].color_modifiers, 1, color_mods);
glUniform3iv(uniform_tev_cfgs[stage_index].alpha_modifiers, 1, alpha_mods);
}
void RasterizerOpenGL::SyncTevOps(unsigned stage_index, const Pica::Regs::TevStageConfig& config) {
glUniform2i(uniform_tev_cfgs[stage_index].color_alpha_op, (GLint)config.color_op.Value(), (GLint)config.alpha_op.Value());
}
void RasterizerOpenGL::SyncTevColor(unsigned stage_index, const Pica::Regs::TevStageConfig& config) {
auto const_color = PicaToGL::ColorRGBA8((u8*)&config.const_r);
glUniform4fv(uniform_tev_cfgs[stage_index].const_color, 1, const_color.data());
}
void RasterizerOpenGL::SyncTevMultipliers(unsigned stage_index, const Pica::Regs::TevStageConfig& config) {
glUniform2i(uniform_tev_cfgs[stage_index].color_alpha_multiplier, config.GetColorMultiplier(), config.GetAlphaMultiplier());
}
void RasterizerOpenGL::SyncCombinerColor() {
auto combiner_color = PicaToGL::ColorRGBA8((u8*)&Pica::registers.tev_combiner_buffer_color.r);
glUniform4fv(uniform_tev_combiner_buffer_color, 1, combiner_color.data());
}
void RasterizerOpenGL::SyncCombinerWriteFlags() {
const auto tev_stages = Pica::registers.GetTevStages();
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); ++tev_stage_index) {
glUniform2i(uniform_tev_cfgs[tev_stage_index].updates_combiner_buffer_color_alpha,
Pica::registers.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferColor(tev_stage_index),
Pica::registers.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferAlpha(tev_stage_index));
}
}
void RasterizerOpenGL::SyncDrawState() {
// Sync the viewport
GLsizei viewport_width = (GLsizei)Pica::float24::FromRawFloat24(Pica::registers.viewport_size_x).ToFloat32() * 2;
GLsizei viewport_height = (GLsizei)Pica::float24::FromRawFloat24(Pica::registers.viewport_size_y).ToFloat32() * 2;
// OpenGL uses different y coordinates, so negate corner offset and flip origin
// TODO: Ensure viewport_corner.x should not be negated or origin flipped
// TODO: Use floating-point viewports for accuracy if supported
glViewport((GLsizei)static_cast<float>(Pica::registers.viewport_corner.x),
-(GLsizei)static_cast<float>(Pica::registers.viewport_corner.y)
+ Pica::registers.framebuffer.GetHeight() - viewport_height,
viewport_width, viewport_height);
// Sync bound texture(s), upload if not cached
const auto pica_textures = Pica::registers.GetTextures();
for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
const auto& texture = pica_textures[texture_index];
if (texture.enabled) {
state.texture_units[texture_index].enabled_2d = true;
res_cache.LoadAndBindTexture(state, texture_index, texture);
} else {
state.texture_units[texture_index].enabled_2d = false;
}
}
// Skip processing TEV stages that simply pass the previous stage results through
const auto tev_stages = Pica::registers.GetTevStages();
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); ++tev_stage_index) {
glUniform1i(uniform_tev_cfgs[tev_stage_index].enabled, !IsPassThroughTevStage(tev_stages[tev_stage_index]));
}
state.Apply();
}
void RasterizerOpenGL::ReloadColorBuffer() {
u8* color_buffer = Memory::GetPhysicalPointer(Pica::registers.framebuffer.GetColorBufferPhysicalAddress());
if (color_buffer == nullptr)
return;
u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
std::unique_ptr<u8[]> temp_fb_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
for (int y = 0; y < fb_color_texture.height; ++y) {
for (int x = 0; x < fb_color_texture.width; ++x) {
const u32 coarse_y = y & ~7;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
u32 gl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
u8* pixel = color_buffer + dst_offset;
memcpy(&temp_fb_color_buffer[gl_px_idx], pixel, bytes_per_pixel);
}
}
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
}
void RasterizerOpenGL::ReloadDepthBuffer() {
// TODO: Appears to work, but double-check endianness of depth values and order of depth-stencil
u8* depth_buffer = Memory::GetPhysicalPointer(Pica::registers.framebuffer.GetDepthBufferPhysicalAddress());
if (depth_buffer == nullptr) {
return;
}
u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
// OpenGL needs 4 bpp alignment for D24
u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
std::unique_ptr<u8[]> temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
for (int y = 0; y < fb_depth_texture.height; ++y) {
for (int x = 0; x < fb_depth_texture.width; ++x) {
const u32 coarse_y = y & ~7;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
u32 gl_px_idx = x + y * fb_depth_texture.width;
switch (fb_depth_texture.format) {
case Pica::Regs::DepthFormat::D16:
((u16*)temp_fb_depth_buffer.get())[gl_px_idx] = Color::DecodeD16(depth_buffer + dst_offset);
break;
case Pica::Regs::DepthFormat::D24:
((u32*)temp_fb_depth_buffer.get())[gl_px_idx] = Color::DecodeD24(depth_buffer + dst_offset);
break;
case Pica::Regs::DepthFormat::D24S8:
{
Math::Vec2<u32> depth_stencil = Color::DecodeD24S8(depth_buffer + dst_offset);
((u32*)temp_fb_depth_buffer.get())[gl_px_idx] = (depth_stencil.x << 8) | depth_stencil.y;
break;
}
default:
LOG_CRITICAL(Render_OpenGL, "Unknown memory framebuffer depth format %x", fb_depth_texture.format);
UNIMPLEMENTED();
break;
}
}
}
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
}
void RasterizerOpenGL::CommitColorBuffer() {
if (last_fb_color_addr != 0) {
u8* color_buffer = Memory::GetPhysicalPointer(last_fb_color_addr);
if (color_buffer != nullptr) {
u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
for (int y = 0; y < fb_color_texture.height; ++y) {
for (int x = 0; x < fb_color_texture.width; ++x) {
const u32 coarse_y = y & ~7;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
u32 gl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
u8* pixel = color_buffer + dst_offset;
memcpy(pixel, &temp_gl_color_buffer[gl_px_idx], bytes_per_pixel);
}
}
}
}
}
void RasterizerOpenGL::CommitDepthBuffer() {
if (last_fb_depth_addr != 0) {
// TODO: Output seems correct visually, but doesn't quite match sw renderer output. One of them is wrong.
u8* depth_buffer = Memory::GetPhysicalPointer(last_fb_depth_addr);
if (depth_buffer != nullptr) {
u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
// OpenGL needs 4 bpp alignment for D24
u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
for (int y = 0; y < fb_depth_texture.height; ++y) {
for (int x = 0; x < fb_depth_texture.width; ++x) {
const u32 coarse_y = y & ~7;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
u32 gl_px_idx = x + y * fb_depth_texture.width;
switch (fb_depth_texture.format) {
case Pica::Regs::DepthFormat::D16:
Color::EncodeD16(((u16*)temp_gl_depth_buffer.get())[gl_px_idx], depth_buffer + dst_offset);
break;
case Pica::Regs::DepthFormat::D24:
Color::EncodeD24(((u32*)temp_gl_depth_buffer.get())[gl_px_idx], depth_buffer + dst_offset);
break;
case Pica::Regs::DepthFormat::D24S8:
{
u32 depth_stencil = ((u32*)temp_gl_depth_buffer.get())[gl_px_idx];
Color::EncodeD24S8((depth_stencil >> 8), depth_stencil & 0xFF, depth_buffer + dst_offset);
break;
}
default:
LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", fb_depth_texture.format);
UNIMPLEMENTED();
break;
}
}
}
}
}
}

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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "video_core/hwrasterizer_base.h"
#include "gl_state.h"
#include "gl_rasterizer_cache.h"
class RasterizerOpenGL : public HWRasterizer {
public:
RasterizerOpenGL();
~RasterizerOpenGL() override;
/// Initialize API-specific GPU objects
void InitObjects() override;
/// Reset the rasterizer, such as flushing all caches and updating all state
void Reset() override;
/// Queues the primitive formed by the given vertices for rendering
void AddTriangle(const Pica::VertexShader::OutputVertex& v0,
const Pica::VertexShader::OutputVertex& v1,
const Pica::VertexShader::OutputVertex& v2) override;
/// Draw the current batch of triangles
void DrawTriangles() override;
/// Commit the rasterizer's framebuffer contents immediately to the current 3DS memory framebuffer
void CommitFramebuffer() override;
/// Notify rasterizer that the specified PICA register has been changed
void NotifyPicaRegisterChanged(u32 id) override;
/// Notify rasterizer that the specified 3DS memory region will be read from after this notification
void NotifyPreRead(PAddr addr, u32 size) override;
/// Notify rasterizer that a 3DS memory region has been changed
void NotifyFlush(PAddr addr, u32 size) override;
private:
/// Structure used for managing texture environment states
struct TEVConfigUniforms {
GLuint enabled;
GLuint color_sources;
GLuint alpha_sources;
GLuint color_modifiers;
GLuint alpha_modifiers;
GLuint color_alpha_op;
GLuint color_alpha_multiplier;
GLuint const_color;
GLuint updates_combiner_buffer_color_alpha;
};
/// Structure used for storing information about color textures
struct TextureInfo {
OGLTexture texture;
GLsizei width;
GLsizei height;
Pica::Regs::ColorFormat format;
GLenum gl_format;
GLenum gl_type;
};
/// Structure used for storing information about depth textures
struct DepthTextureInfo {
OGLTexture texture;
GLsizei width;
GLsizei height;
Pica::Regs::DepthFormat format;
GLenum gl_format;
GLenum gl_type;
};
/// Structure that the hardware rendered vertices are composed of
struct HardwareVertex {
HardwareVertex(const Pica::VertexShader::OutputVertex& v) {
position[0] = v.pos.x.ToFloat32();
position[1] = v.pos.y.ToFloat32();
position[2] = v.pos.z.ToFloat32();
position[3] = v.pos.w.ToFloat32();
color[0] = v.color.x.ToFloat32();
color[1] = v.color.y.ToFloat32();
color[2] = v.color.z.ToFloat32();
color[3] = v.color.w.ToFloat32();
tex_coord0[0] = v.tc0.x.ToFloat32();
tex_coord0[1] = v.tc0.y.ToFloat32();
tex_coord1[0] = v.tc1.x.ToFloat32();
tex_coord1[1] = v.tc1.y.ToFloat32();
tex_coord2[0] = v.tc2.x.ToFloat32();
tex_coord2[1] = v.tc2.y.ToFloat32();
}
GLfloat position[4];
GLfloat color[4];
GLfloat tex_coord0[2];
GLfloat tex_coord1[2];
GLfloat tex_coord2[2];
};
/// Reconfigure the OpenGL color texture to use the given format and dimensions
void ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height);
/// Reconfigure the OpenGL depth texture to use the given format and dimensions
void ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height);
/// Syncs the state and contents of the OpenGL framebuffer to match the current PICA framebuffer
void SyncFramebuffer();
/// Syncs the cull mode to match the PICA register
void SyncCullMode();
/// Syncs the blend enabled status to match the PICA register
void SyncBlendEnabled();
/// Syncs the blend functions to match the PICA register
void SyncBlendFuncs();
/// Syncs the blend color to match the PICA register
void SyncBlendColor();
/// Syncs the alpha test states to match the PICA register
void SyncAlphaTest();
/// Syncs the stencil test states to match the PICA register
void SyncStencilTest();
/// Syncs the depth test states to match the PICA register
void SyncDepthTest();
/// Syncs the specified TEV stage's color and alpha sources to match the PICA register
void SyncTevSources(unsigned stage_index, const Pica::Regs::TevStageConfig& config);
/// Syncs the specified TEV stage's color and alpha modifiers to match the PICA register
void SyncTevModifiers(unsigned stage_index, const Pica::Regs::TevStageConfig& config);
/// Syncs the specified TEV stage's color and alpha combiner operations to match the PICA register
void SyncTevOps(unsigned stage_index, const Pica::Regs::TevStageConfig& config);
/// Syncs the specified TEV stage's constant color to match the PICA register
void SyncTevColor(unsigned stage_index, const Pica::Regs::TevStageConfig& config);
/// Syncs the specified TEV stage's color and alpha multipliers to match the PICA register
void SyncTevMultipliers(unsigned stage_index, const Pica::Regs::TevStageConfig& config);
/// Syncs the TEV combiner color buffer to match the PICA register
void SyncCombinerColor();
/// Syncs the TEV combiner write flags to match the PICA register
void SyncCombinerWriteFlags();
/// Syncs the remaining OpenGL drawing state to match the current PICA state
void SyncDrawState();
/// Copies the 3DS color framebuffer into the OpenGL color framebuffer texture
void ReloadColorBuffer();
/// Copies the 3DS depth framebuffer into the OpenGL depth framebuffer texture
void ReloadDepthBuffer();
/**
* Save the current OpenGL color framebuffer to the current PICA framebuffer in 3DS memory
* Loads the OpenGL framebuffer textures into temporary buffers
* Then copies into the 3DS framebuffer using proper Morton order
*/
void CommitColorBuffer();
/**
* Save the current OpenGL depth framebuffer to the current PICA framebuffer in 3DS memory
* Loads the OpenGL framebuffer textures into temporary buffers
* Then copies into the 3DS framebuffer using proper Morton order
*/
void CommitDepthBuffer();
RasterizerCacheOpenGL res_cache;
std::vector<HardwareVertex> vertex_batch;
OpenGLState state;
PAddr last_fb_color_addr;
PAddr last_fb_depth_addr;
// Hardware rasterizer
TextureInfo fb_color_texture;
DepthTextureInfo fb_depth_texture;
OGLShader shader;
OGLVertexArray vertex_array;
OGLBuffer vertex_buffer;
OGLFramebuffer framebuffer;
// Hardware vertex shader
GLuint attrib_position;
GLuint attrib_color;
GLuint attrib_texcoords;
// Hardware fragment shader
GLuint uniform_alphatest_enabled;
GLuint uniform_alphatest_func;
GLuint uniform_alphatest_ref;
GLuint uniform_tex;
GLuint uniform_tev_combiner_buffer_color;
TEVConfigUniforms uniform_tev_cfgs[6];
};

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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/make_unique.h"
#include "common/math_util.h"
#include "core/memory.h"
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/pica_to_gl.h"
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/math.h"
RasterizerCacheOpenGL::~RasterizerCacheOpenGL() {
FullFlush();
}
void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::Regs::FullTextureConfig& config) {
PAddr texture_addr = config.config.GetPhysicalAddress();
const auto cached_texture = texture_cache.find(texture_addr);
if (cached_texture != texture_cache.end()) {
state.texture_units[texture_unit].texture_2d = cached_texture->second->texture.handle;
state.Apply();
} else {
std::unique_ptr<CachedTexture> new_texture = Common::make_unique<CachedTexture>();
new_texture->texture.Create();
state.texture_units[texture_unit].texture_2d = new_texture->texture.handle;
state.Apply();
// TODO: Need to choose filters that correspond to PICA once register is declared
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, PicaToGL::WrapMode(config.config.wrap_s));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, PicaToGL::WrapMode(config.config.wrap_t));
const auto info = Pica::DebugUtils::TextureInfo::FromPicaRegister(config.config, config.format);
new_texture->width = info.width;
new_texture->height = info.height;
new_texture->size = info.width * info.height * Pica::Regs::NibblesPerPixel(info.format);
u8* texture_src_data = Memory::GetPhysicalPointer(texture_addr);
std::unique_ptr<Math::Vec4<u8>[]> temp_texture_buffer_rgba(new Math::Vec4<u8>[info.width * info.height]);
for (int y = 0; y < info.height; ++y) {
for (int x = 0; x < info.width; ++x) {
temp_texture_buffer_rgba[x + info.width * y] = Pica::DebugUtils::LookupTexture(texture_src_data, x, info.height - 1 - y, info);
}
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, info.width, info.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp_texture_buffer_rgba.get());
texture_cache.emplace(texture_addr, std::move(new_texture));
}
}
void RasterizerCacheOpenGL::NotifyFlush(PAddr addr, u32 size) {
// Flush any texture that falls in the flushed region
// TODO: Optimize by also inserting upper bound (addr + size) of each texture into the same map and also narrow using lower_bound
auto cache_upper_bound = texture_cache.upper_bound(addr + size);
for (auto it = texture_cache.begin(); it != cache_upper_bound;) {
if (MathUtil::IntervalsIntersect(addr, size, it->first, it->second->size)) {
it = texture_cache.erase(it);
} else {
++it;
}
}
}
void RasterizerCacheOpenGL::FullFlush() {
texture_cache.clear();
}

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@ -0,0 +1,36 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "gl_state.h"
#include "gl_resource_manager.h"
#include "video_core/pica.h"
#include <memory>
#include <map>
class RasterizerCacheOpenGL : NonCopyable {
public:
~RasterizerCacheOpenGL();
/// Loads a texture from 3DS memory to OpenGL and caches it (if not already cached)
void LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::Regs::FullTextureConfig& config);
/// Flush any cached resource that touches the flushed region
void NotifyFlush(PAddr addr, u32 size);
/// Flush all cached OpenGL resources tracked by this cache manager
void FullFlush();
private:
struct CachedTexture {
OGLTexture texture;
GLuint width;
GLuint height;
u32 size;
};
std::map<PAddr, std::unique_ptr<CachedTexture>> texture_cache;
};

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@ -0,0 +1,111 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
// Textures
OGLTexture::OGLTexture() : handle(0) {
}
OGLTexture::~OGLTexture() {
Release();
}
void OGLTexture::Create() {
if (handle != 0) {
return;
}
glGenTextures(1, &handle);
}
void OGLTexture::Release() {
glDeleteTextures(1, &handle);
handle = 0;
}
// Shaders
OGLShader::OGLShader() : handle(0) {
}
OGLShader::~OGLShader() {
Release();
}
void OGLShader::Create(const char* vert_shader, const char* frag_shader) {
if (handle != 0) {
return;
}
handle = ShaderUtil::LoadShaders(vert_shader, frag_shader);
}
void OGLShader::Release() {
glDeleteProgram(handle);
handle = 0;
}
// Buffer objects
OGLBuffer::OGLBuffer() : handle(0) {
}
OGLBuffer::~OGLBuffer() {
Release();
}
void OGLBuffer::Create() {
if (handle != 0) {
return;
}
glGenBuffers(1, &handle);
}
void OGLBuffer::Release() {
glDeleteBuffers(1, &handle);
handle = 0;
}
// Vertex array objects
OGLVertexArray::OGLVertexArray() : handle(0) {
}
OGLVertexArray::~OGLVertexArray() {
Release();
}
void OGLVertexArray::Create() {
if (handle != 0) {
return;
}
glGenVertexArrays(1, &handle);
}
void OGLVertexArray::Release() {
glDeleteVertexArrays(1, &handle);
handle = 0;
}
// Framebuffers
OGLFramebuffer::OGLFramebuffer() : handle(0) {
}
OGLFramebuffer::~OGLFramebuffer() {
Release();
}
void OGLFramebuffer::Create() {
if (handle != 0) {
return;
}
glGenFramebuffers(1, &handle);
}
void OGLFramebuffer::Release() {
glDeleteFramebuffers(1, &handle);
handle = 0;
}

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@ -0,0 +1,79 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
#include "generated/gl_3_2_core.h"
class OGLTexture : public NonCopyable {
public:
OGLTexture();
~OGLTexture();
/// Creates a new internal OpenGL resource and stores the handle
void Create();
/// Deletes the internal OpenGL resource
void Release();
GLuint handle;
};
class OGLShader : public NonCopyable {
public:
OGLShader();
~OGLShader();
/// Creates a new internal OpenGL resource and stores the handle
void Create(const char* vert_shader, const char* frag_shader);
/// Deletes the internal OpenGL resource
void Release();
GLuint handle;
};
class OGLBuffer : public NonCopyable {
public:
OGLBuffer();
~OGLBuffer();
/// Creates a new internal OpenGL resource and stores the handle
void Create();
/// Deletes the internal OpenGL resource
void Release();
GLuint handle;
};
class OGLVertexArray : public NonCopyable {
public:
OGLVertexArray();
~OGLVertexArray();
/// Creates a new internal OpenGL resource and stores the handle
void Create();
/// Deletes the internal OpenGL resource
void Release();
GLuint handle;
};
class OGLFramebuffer : public NonCopyable {
public:
OGLFramebuffer();
~OGLFramebuffer();
/// Creates a new internal OpenGL resource and stores the handle
void Create();
/// Deletes the internal OpenGL resource
void Release();
GLuint handle;
};

View File

@ -42,4 +42,292 @@ void main() {
} }
)"; )";
const char g_vertex_shader_hw[] = R"(
#version 150 core
#define NUM_VTX_ATTR 7
in vec4 vert_position;
in vec4 vert_color;
in vec2 vert_texcoords[3];
out vec4 o[NUM_VTX_ATTR];
void main() {
o[2] = vert_color;
o[3] = vec4(vert_texcoords[0].xy, vert_texcoords[1].xy);
o[5] = vec4(0.0, 0.0, vert_texcoords[2].xy);
gl_Position = vec4(vert_position.x, -vert_position.y, -vert_position.z, vert_position.w);
}
)";
// TODO: Create a shader constructor and cache that builds this program with minimal conditionals instead of using tev_cfg uniforms
const char g_fragment_shader_hw[] = R"(
#version 150 core
#define NUM_VTX_ATTR 7
#define NUM_TEV_STAGES 6
#define SOURCE_PRIMARYCOLOR 0x0
#define SOURCE_PRIMARYFRAGMENTCOLOR 0x1
#define SOURCE_TEXTURE0 0x3
#define SOURCE_TEXTURE1 0x4
#define SOURCE_TEXTURE2 0x5
#define SOURCE_TEXTURE3 0x6
#define SOURCE_PREVIOUSBUFFER 0xd
#define SOURCE_CONSTANT 0xe
#define SOURCE_PREVIOUS 0xf
#define COLORMODIFIER_SOURCECOLOR 0x0
#define COLORMODIFIER_ONEMINUSSOURCECOLOR 0x1
#define COLORMODIFIER_SOURCEALPHA 0x2
#define COLORMODIFIER_ONEMINUSSOURCEALPHA 0x3
#define COLORMODIFIER_SOURCERED 0x4
#define COLORMODIFIER_ONEMINUSSOURCERED 0x5
#define COLORMODIFIER_SOURCEGREEN 0x8
#define COLORMODIFIER_ONEMINUSSOURCEGREEN 0x9
#define COLORMODIFIER_SOURCEBLUE 0xc
#define COLORMODIFIER_ONEMINUSSOURCEBLUE 0xd
#define ALPHAMODIFIER_SOURCEALPHA 0x0
#define ALPHAMODIFIER_ONEMINUSSOURCEALPHA 0x1
#define ALPHAMODIFIER_SOURCERED 0x2
#define ALPHAMODIFIER_ONEMINUSSOURCERED 0x3
#define ALPHAMODIFIER_SOURCEGREEN 0x4
#define ALPHAMODIFIER_ONEMINUSSOURCEGREEN 0x5
#define ALPHAMODIFIER_SOURCEBLUE 0x6
#define ALPHAMODIFIER_ONEMINUSSOURCEBLUE 0x7
#define OPERATION_REPLACE 0
#define OPERATION_MODULATE 1
#define OPERATION_ADD 2
#define OPERATION_ADDSIGNED 3
#define OPERATION_LERP 4
#define OPERATION_SUBTRACT 5
#define OPERATION_MULTIPLYTHENADD 8
#define OPERATION_ADDTHENMULTIPLY 9
#define COMPAREFUNC_NEVER 0
#define COMPAREFUNC_ALWAYS 1
#define COMPAREFUNC_EQUAL 2
#define COMPAREFUNC_NOTEQUAL 3
#define COMPAREFUNC_LESSTHAN 4
#define COMPAREFUNC_LESSTHANOREQUAL 5
#define COMPAREFUNC_GREATERTHAN 6
#define COMPAREFUNC_GREATERTHANOREQUAL 7
in vec4 o[NUM_VTX_ATTR];
out vec4 color;
uniform bool alphatest_enabled;
uniform int alphatest_func;
uniform float alphatest_ref;
uniform sampler2D tex[3];
uniform vec4 tev_combiner_buffer_color;
struct TEVConfig
{
bool enabled;
ivec3 color_sources;
ivec3 alpha_sources;
ivec3 color_modifiers;
ivec3 alpha_modifiers;
ivec2 color_alpha_op;
ivec2 color_alpha_multiplier;
vec4 const_color;
bvec2 updates_combiner_buffer_color_alpha;
};
uniform TEVConfig tev_cfgs[NUM_TEV_STAGES];
vec4 g_combiner_buffer;
vec4 g_last_tex_env_out;
vec4 g_const_color;
vec4 GetSource(int source) {
if (source == SOURCE_PRIMARYCOLOR) {
return o[2];
} else if (source == SOURCE_PRIMARYFRAGMENTCOLOR) {
// HACK: Uses color value, but should really use fragment lighting output
return o[2];
} else if (source == SOURCE_TEXTURE0) {
return texture(tex[0], o[3].xy);
} else if (source == SOURCE_TEXTURE1) {
return texture(tex[1], o[3].zw);
} else if (source == SOURCE_TEXTURE2) {
// TODO: Unverified
return texture(tex[2], o[5].zw);
} else if (source == SOURCE_TEXTURE3) {
// TODO: no 4th texture?
} else if (source == SOURCE_PREVIOUSBUFFER) {
return g_combiner_buffer;
} else if (source == SOURCE_CONSTANT) {
return g_const_color;
} else if (source == SOURCE_PREVIOUS) {
return g_last_tex_env_out;
}
return vec4(0.0);
}
vec3 GetColorModifier(int factor, vec4 color) {
if (factor == COLORMODIFIER_SOURCECOLOR) {
return color.rgb;
} else if (factor == COLORMODIFIER_ONEMINUSSOURCECOLOR) {
return vec3(1.0) - color.rgb;
} else if (factor == COLORMODIFIER_SOURCEALPHA) {
return color.aaa;
} else if (factor == COLORMODIFIER_ONEMINUSSOURCEALPHA) {
return vec3(1.0) - color.aaa;
} else if (factor == COLORMODIFIER_SOURCERED) {
return color.rrr;
} else if (factor == COLORMODIFIER_ONEMINUSSOURCERED) {
return vec3(1.0) - color.rrr;
} else if (factor == COLORMODIFIER_SOURCEGREEN) {
return color.ggg;
} else if (factor == COLORMODIFIER_ONEMINUSSOURCEGREEN) {
return vec3(1.0) - color.ggg;
} else if (factor == COLORMODIFIER_SOURCEBLUE) {
return color.bbb;
} else if (factor == COLORMODIFIER_ONEMINUSSOURCEBLUE) {
return vec3(1.0) - color.bbb;
}
return vec3(0.0);
}
float GetAlphaModifier(int factor, vec4 color) {
if (factor == ALPHAMODIFIER_SOURCEALPHA) {
return color.a;
} else if (factor == ALPHAMODIFIER_ONEMINUSSOURCEALPHA) {
return 1.0 - color.a;
} else if (factor == ALPHAMODIFIER_SOURCERED) {
return color.r;
} else if (factor == ALPHAMODIFIER_ONEMINUSSOURCERED) {
return 1.0 - color.r;
} else if (factor == ALPHAMODIFIER_SOURCEGREEN) {
return color.g;
} else if (factor == ALPHAMODIFIER_ONEMINUSSOURCEGREEN) {
return 1.0 - color.g;
} else if (factor == ALPHAMODIFIER_SOURCEBLUE) {
return color.b;
} else if (factor == ALPHAMODIFIER_ONEMINUSSOURCEBLUE) {
return 1.0 - color.b;
}
return 0.0;
}
vec3 ColorCombine(int op, vec3 color[3]) {
if (op == OPERATION_REPLACE) {
return color[0];
} else if (op == OPERATION_MODULATE) {
return color[0] * color[1];
} else if (op == OPERATION_ADD) {
return min(color[0] + color[1], 1.0);
} else if (op == OPERATION_ADDSIGNED) {
return clamp(color[0] + color[1] - vec3(0.5), 0.0, 1.0);
} else if (op == OPERATION_LERP) {
return color[0] * color[2] + color[1] * (vec3(1.0) - color[2]);
} else if (op == OPERATION_SUBTRACT) {
return max(color[0] - color[1], 0.0);
} else if (op == OPERATION_MULTIPLYTHENADD) {
return min(color[0] * color[1] + color[2], 1.0);
} else if (op == OPERATION_ADDTHENMULTIPLY) {
return min(color[0] + color[1], 1.0) * color[2];
}
return vec3(0.0);
}
float AlphaCombine(int op, float alpha[3]) {
if (op == OPERATION_REPLACE) {
return alpha[0];
} else if (op == OPERATION_MODULATE) {
return alpha[0] * alpha[1];
} else if (op == OPERATION_ADD) {
return min(alpha[0] + alpha[1], 1.0);
} else if (op == OPERATION_ADDSIGNED) {
return clamp(alpha[0] + alpha[1] - 0.5, 0.0, 1.0);
} else if (op == OPERATION_LERP) {
return alpha[0] * alpha[2] + alpha[1] * (1.0 - alpha[2]);
} else if (op == OPERATION_SUBTRACT) {
return max(alpha[0] - alpha[1], 0.0);
} else if (op == OPERATION_MULTIPLYTHENADD) {
return min(alpha[0] * alpha[1] + alpha[2], 1.0);
} else if (op == OPERATION_ADDTHENMULTIPLY) {
return min(alpha[0] + alpha[1], 1.0) * alpha[2];
}
return 0.0;
}
void main(void) {
g_combiner_buffer = tev_combiner_buffer_color;
for (int tex_env_idx = 0; tex_env_idx < NUM_TEV_STAGES; ++tex_env_idx) {
if (tev_cfgs[tex_env_idx].enabled) {
g_const_color = tev_cfgs[tex_env_idx].const_color;
vec3 color_results[3] = vec3[3](GetColorModifier(tev_cfgs[tex_env_idx].color_modifiers.x, GetSource(tev_cfgs[tex_env_idx].color_sources.x)),
GetColorModifier(tev_cfgs[tex_env_idx].color_modifiers.y, GetSource(tev_cfgs[tex_env_idx].color_sources.y)),
GetColorModifier(tev_cfgs[tex_env_idx].color_modifiers.z, GetSource(tev_cfgs[tex_env_idx].color_sources.z)));
vec3 color_output = ColorCombine(tev_cfgs[tex_env_idx].color_alpha_op.x, color_results);
float alpha_results[3] = float[3](GetAlphaModifier(tev_cfgs[tex_env_idx].alpha_modifiers.x, GetSource(tev_cfgs[tex_env_idx].alpha_sources.x)),
GetAlphaModifier(tev_cfgs[tex_env_idx].alpha_modifiers.y, GetSource(tev_cfgs[tex_env_idx].alpha_sources.y)),
GetAlphaModifier(tev_cfgs[tex_env_idx].alpha_modifiers.z, GetSource(tev_cfgs[tex_env_idx].alpha_sources.z)));
float alpha_output = AlphaCombine(tev_cfgs[tex_env_idx].color_alpha_op.y, alpha_results);
g_last_tex_env_out = vec4(min(color_output * tev_cfgs[tex_env_idx].color_alpha_multiplier.x, 1.0), min(alpha_output * tev_cfgs[tex_env_idx].color_alpha_multiplier.y, 1.0));
}
if (tev_cfgs[tex_env_idx].updates_combiner_buffer_color_alpha.x) {
g_combiner_buffer.rgb = g_last_tex_env_out.rgb;
}
if (tev_cfgs[tex_env_idx].updates_combiner_buffer_color_alpha.y) {
g_combiner_buffer.a = g_last_tex_env_out.a;
}
}
if (alphatest_enabled) {
if (alphatest_func == COMPAREFUNC_NEVER) {
discard;
} else if (alphatest_func == COMPAREFUNC_ALWAYS) {
} else if (alphatest_func == COMPAREFUNC_EQUAL) {
if (g_last_tex_env_out.a != alphatest_ref) {
discard;
}
} else if (alphatest_func == COMPAREFUNC_NOTEQUAL) {
if (g_last_tex_env_out.a == alphatest_ref) {
discard;
}
} else if (alphatest_func == COMPAREFUNC_LESSTHAN) {
if (g_last_tex_env_out.a >= alphatest_ref) {
discard;
}
} else if (alphatest_func == COMPAREFUNC_LESSTHANOREQUAL) {
if (g_last_tex_env_out.a > alphatest_ref) {
discard;
}
} else if (alphatest_func == COMPAREFUNC_GREATERTHAN) {
if (g_last_tex_env_out.a <= alphatest_ref) {
discard;
}
} else if (alphatest_func == COMPAREFUNC_GREATERTHANOREQUAL) {
if (g_last_tex_env_out.a < alphatest_ref) {
discard;
}
}
}
color = g_last_tex_env_out;
}
)";
} }

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@ -0,0 +1,160 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/pica.h"
OpenGLState OpenGLState::cur_state;
OpenGLState::OpenGLState() {
// These all match default OpenGL values
cull.enabled = false;
cull.mode = GL_BACK;
depth.test_enabled = false;
depth.test_func = GL_LESS;
depth.write_mask = GL_TRUE;
stencil.test_enabled = false;
stencil.test_func = GL_ALWAYS;
stencil.test_ref = 0;
stencil.test_mask = -1;
stencil.write_mask = -1;
blend.enabled = false;
blend.src_rgb_func = GL_ONE;
blend.dst_rgb_func = GL_ZERO;
blend.src_a_func = GL_ONE;
blend.dst_a_func = GL_ZERO;
blend.color.red = 0.0f;
blend.color.green = 0.0f;
blend.color.blue = 0.0f;
blend.color.alpha = 0.0f;
for (auto& texture_unit : texture_units) {
texture_unit.enabled_2d = false;
texture_unit.texture_2d = 0;
}
draw.framebuffer = 0;
draw.vertex_array = 0;
draw.vertex_buffer = 0;
draw.shader_program = 0;
}
const void OpenGLState::Apply() {
// Culling
if (cull.enabled != cur_state.cull.enabled) {
if (cull.enabled) {
glEnable(GL_CULL_FACE);
} else {
glDisable(GL_CULL_FACE);
}
}
if (cull.mode != cur_state.cull.mode) {
glCullFace(cull.mode);
}
// Depth test
if (depth.test_enabled != cur_state.depth.test_enabled) {
if (depth.test_enabled) {
glEnable(GL_DEPTH_TEST);
} else {
glDisable(GL_DEPTH_TEST);
}
}
if (depth.test_func != cur_state.depth.test_func) {
glDepthFunc(depth.test_func);
}
// Depth mask
if (depth.write_mask != cur_state.depth.write_mask) {
glDepthMask(depth.write_mask);
}
// Stencil test
if (stencil.test_enabled != cur_state.stencil.test_enabled) {
if (stencil.test_enabled) {
glEnable(GL_STENCIL_TEST);
} else {
glDisable(GL_STENCIL_TEST);
}
}
if (stencil.test_func != cur_state.stencil.test_func ||
stencil.test_ref != cur_state.stencil.test_ref ||
stencil.test_mask != cur_state.stencil.test_mask) {
glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
}
// Stencil mask
if (stencil.write_mask != cur_state.stencil.write_mask) {
glStencilMask(stencil.write_mask);
}
// Blending
if (blend.enabled != cur_state.blend.enabled) {
if (blend.enabled) {
glEnable(GL_BLEND);
} else {
glDisable(GL_BLEND);
}
}
if (blend.color.red != cur_state.blend.color.red ||
blend.color.green != cur_state.blend.color.green ||
blend.color.blue != cur_state.blend.color.blue ||
blend.color.alpha != cur_state.blend.color.alpha) {
glBlendColor(blend.color.red, blend.color.green, blend.color.blue, blend.color.alpha);
}
if (blend.src_rgb_func != cur_state.blend.src_rgb_func ||
blend.dst_rgb_func != cur_state.blend.dst_rgb_func ||
blend.src_a_func != cur_state.blend.src_a_func ||
blend.dst_a_func != cur_state.blend.dst_a_func) {
glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func, blend.src_a_func, blend.dst_a_func);
}
// Textures
for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) {
if (texture_units[texture_index].enabled_2d != texture_units[texture_index].enabled_2d) {
glActiveTexture(GL_TEXTURE0 + texture_index);
if (texture_units[texture_index].enabled_2d) {
glEnable(GL_TEXTURE_2D);
} else {
glDisable(GL_TEXTURE_2D);
}
}
if (texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
glActiveTexture(GL_TEXTURE0 + texture_index);
glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
}
}
// Framebuffer
if (draw.framebuffer != cur_state.draw.framebuffer) {
glBindFramebuffer(GL_FRAMEBUFFER, draw.framebuffer);
}
// Vertex array
if (draw.vertex_array != cur_state.draw.vertex_array) {
glBindVertexArray(draw.vertex_array);
}
// Vertex buffer
if (draw.vertex_buffer != cur_state.draw.vertex_buffer) {
glBindBuffer(GL_ARRAY_BUFFER, draw.vertex_buffer);
}
// Shader program
if (draw.shader_program != cur_state.draw.shader_program) {
glUseProgram(draw.shader_program);
}
cur_state = *this;
}

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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "generated/gl_3_2_core.h"
class OpenGLState {
public:
struct {
bool enabled; // GL_CULL_FACE
GLenum mode; // GL_CULL_FACE_MODE
} cull;
struct {
bool test_enabled; // GL_DEPTH_TEST
GLenum test_func; // GL_DEPTH_FUNC
GLboolean write_mask; // GL_DEPTH_WRITEMASK
} depth;
struct {
bool test_enabled; // GL_STENCIL_TEST
GLenum test_func; // GL_STENCIL_FUNC
GLint test_ref; // GL_STENCIL_REF
GLuint test_mask; // GL_STENCIL_VALUE_MASK
GLuint write_mask; // GL_STENCIL_WRITEMASK
} stencil;
struct {
bool enabled; // GL_BLEND
GLenum src_rgb_func; // GL_BLEND_SRC_RGB
GLenum dst_rgb_func; // GL_BLEND_DST_RGB
GLenum src_a_func; // GL_BLEND_SRC_ALPHA
GLenum dst_a_func; // GL_BLEND_DST_ALPHA
struct {
GLclampf red;
GLclampf green;
GLclampf blue;
GLclampf alpha;
} color; // GL_BLEND_COLOR
} blend;
// 3 texture units - one for each that is used in PICA fragment shader emulation
struct {
bool enabled_2d; // GL_TEXTURE_2D
GLuint texture_2d; // GL_TEXTURE_BINDING_2D
} texture_units[3];
struct {
GLuint framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
GLuint shader_program; // GL_CURRENT_PROGRAM
} draw;
OpenGLState();
/// Get the currently active OpenGL state
static const OpenGLState& GetCurState() {
return cur_state;
}
/// Apply this state as the current OpenGL state
const void Apply();
private:
static OpenGLState cur_state;
};

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@ -0,0 +1,105 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
#include "video_core/pica.h"
#include "generated/gl_3_2_core.h"
namespace PicaToGL {
inline GLenum WrapMode(Pica::Regs::TextureConfig::WrapMode mode) {
static const GLenum wrap_mode_table[] = {
GL_CLAMP_TO_EDGE, // WrapMode::ClampToEdge
0, // Unknown
GL_REPEAT, // WrapMode::Repeat
GL_MIRRORED_REPEAT // WrapMode::MirroredRepeat
};
// Range check table for input
if (mode >= ARRAY_SIZE(wrap_mode_table)) {
LOG_CRITICAL(Render_OpenGL, "Unknown texture wrap mode %d", mode);
UNREACHABLE();
return GL_CLAMP_TO_EDGE;
}
GLenum gl_mode = wrap_mode_table[mode];
// Check for dummy values indicating an unknown mode
if (gl_mode == 0) {
LOG_CRITICAL(Render_OpenGL, "Unknown texture wrap mode %d", mode);
UNIMPLEMENTED();
return GL_CLAMP_TO_EDGE;
}
return gl_mode;
}
inline GLenum BlendFunc(u32 factor) {
static const GLenum blend_func_table[] = {
GL_ZERO, // BlendFactor::Zero
GL_ONE, // BlendFactor::One
GL_SRC_COLOR, // BlendFactor::SourceColor
GL_ONE_MINUS_SRC_COLOR, // BlendFactor::OneMinusSourceColor
GL_DST_COLOR, // BlendFactor::DestColor
GL_ONE_MINUS_DST_COLOR, // BlendFactor::OneMinusDestColor
GL_SRC_ALPHA, // BlendFactor::SourceAlpha
GL_ONE_MINUS_SRC_ALPHA, // BlendFactor::OneMinusSourceAlpha
GL_DST_ALPHA, // BlendFactor::DestAlpha
GL_ONE_MINUS_DST_ALPHA, // BlendFactor::OneMinusDestAlpha
GL_CONSTANT_COLOR, // BlendFactor::ConstantColor
GL_ONE_MINUS_CONSTANT_COLOR, // BlendFactor::OneMinusConstantColor
GL_CONSTANT_ALPHA, // BlendFactor::ConstantAlpha
GL_ONE_MINUS_CONSTANT_ALPHA, // BlendFactor::OneMinusConstantAlpha
GL_SRC_ALPHA_SATURATE, // BlendFactor::SourceAlphaSaturate
};
// Range check table for input
if (factor >= ARRAY_SIZE(blend_func_table)) {
LOG_CRITICAL(Render_OpenGL, "Unknown blend factor %d", factor);
UNREACHABLE();
return GL_ONE;
}
return blend_func_table[factor];
}
inline GLenum CompareFunc(u32 func) {
static const GLenum compare_func_table[] = {
GL_NEVER, // CompareFunc::Never
GL_ALWAYS, // CompareFunc::Always
GL_EQUAL, // CompareFunc::Equal
GL_NOTEQUAL, // CompareFunc::NotEqual
GL_LESS, // CompareFunc::LessThan
GL_LEQUAL, // CompareFunc::LessThanOrEqual
GL_GREATER, // CompareFunc::GreaterThan
GL_GEQUAL, // CompareFunc::GreaterThanOrEqual
};
// Range check table for input
if (func >= ARRAY_SIZE(compare_func_table)) {
LOG_CRITICAL(Render_OpenGL, "Unknown compare function %d", func);
UNREACHABLE();
return GL_ALWAYS;
}
return compare_func_table[func];
}
inline std::array<GLfloat, 4> ColorRGBA8(const u8* bytes) {
return { { bytes[0] / 255.0f,
bytes[1] / 255.0f,
bytes[2] / 255.0f,
bytes[3] / 255.0f
} };
}
} // namespace

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@ -53,6 +53,7 @@ static std::array<GLfloat, 3*2> MakeOrthographicMatrix(const float width, const
/// RendererOpenGL constructor /// RendererOpenGL constructor
RendererOpenGL::RendererOpenGL() { RendererOpenGL::RendererOpenGL() {
hw_rasterizer.reset(new RasterizerOpenGL());
resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth); resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
} }
@ -63,7 +64,9 @@ RendererOpenGL::~RendererOpenGL() {
/// Swap buffers (render frame) /// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers() { void RendererOpenGL::SwapBuffers() {
render_window->MakeCurrent(); // Maintain the rasterizer's state as a priority
OpenGLState prev_state = OpenGLState::GetCurState();
state.Apply();
for(int i : {0, 1}) { for(int i : {0, 1}) {
const auto& framebuffer = GPU::g_regs.framebuffer_config[i]; const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
@ -110,7 +113,19 @@ void RendererOpenGL::SwapBuffers() {
render_window->PollEvents(); render_window->PollEvents();
render_window->SwapBuffers(); render_window->SwapBuffers();
prev_state.Apply();
profiler.BeginFrame(); profiler.BeginFrame();
bool hw_renderer_enabled = VideoCore::g_hw_renderer_enabled;
if (Settings::values.use_hw_renderer != hw_renderer_enabled) {
// TODO: Save new setting value to config file for next startup
Settings::values.use_hw_renderer = hw_renderer_enabled;
if (Settings::values.use_hw_renderer) {
hw_rasterizer->Reset();
}
}
} }
/** /**
@ -139,7 +154,11 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
// only allows rows to have a memory alignement of 4. // only allows rows to have a memory alignement of 4.
ASSERT(pixel_stride % 4 == 0); ASSERT(pixel_stride % 4 == 0);
glBindTexture(GL_TEXTURE_2D, texture.handle); state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride); glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride);
// Update existing texture // Update existing texture
@ -151,7 +170,6 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
texture.gl_format, texture.gl_type, framebuffer_data); texture.gl_format, texture.gl_type, framebuffer_data);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindTexture(GL_TEXTURE_2D, 0);
} }
/** /**
@ -161,13 +179,15 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
*/ */
void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
const TextureInfo& texture) { const TextureInfo& texture) {
glBindTexture(GL_TEXTURE_2D, texture.handle); state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
u8 framebuffer_data[3] = { color_r, color_g, color_b }; u8 framebuffer_data[3] = { color_r, color_g, color_b };
// Update existing texture // Update existing texture
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data);
glBindTexture(GL_TEXTURE_2D, 0);
} }
/** /**
@ -175,7 +195,6 @@ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color
*/ */
void RendererOpenGL::InitOpenGLObjects() { void RendererOpenGL::InitOpenGLObjects() {
glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 0.0f); glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 0.0f);
glDisable(GL_DEPTH_TEST);
// Link shaders and get variable locations // Link shaders and get variable locations
program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader); program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
@ -189,10 +208,12 @@ void RendererOpenGL::InitOpenGLObjects() {
// Generate VAO // Generate VAO
glGenVertexArrays(1, &vertex_array_handle); glGenVertexArrays(1, &vertex_array_handle);
glBindVertexArray(vertex_array_handle);
state.draw.vertex_array = vertex_array_handle;
state.draw.vertex_buffer = vertex_buffer_handle;
state.Apply();
// Attach vertex data to VAO // Attach vertex data to VAO
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle);
glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, position)); glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, position));
glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, tex_coord)); glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, tex_coord));
@ -206,14 +227,19 @@ void RendererOpenGL::InitOpenGLObjects() {
// Allocation of storage is deferred until the first frame, when we // Allocation of storage is deferred until the first frame, when we
// know the framebuffer size. // know the framebuffer size.
glBindTexture(GL_TEXTURE_2D, texture.handle); state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} }
glBindTexture(GL_TEXTURE_2D, 0);
hw_rasterizer->InitObjects();
} }
void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
@ -264,7 +290,11 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
UNIMPLEMENTED(); UNIMPLEMENTED();
} }
glBindTexture(GL_TEXTURE_2D, texture.handle); state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0, glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
texture.gl_format, texture.gl_type, nullptr); texture.gl_format, texture.gl_type, nullptr);
} }
@ -280,8 +310,10 @@ void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x
ScreenRectVertex(x+w, y+h, 0.f, 1.f), ScreenRectVertex(x+w, y+h, 0.f, 1.f),
}; };
glBindTexture(GL_TEXTURE_2D, texture.handle); state.texture_units[0].enabled_2d = true;
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle); state.texture_units[0].texture_2d = texture.handle;
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data()); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} }
@ -295,7 +327,8 @@ void RendererOpenGL::DrawScreens() {
glViewport(0, 0, layout.width, layout.height); glViewport(0, 0, layout.width, layout.height);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program_id); state.draw.shader_program = program_id;
state.Apply();
// Set projection matrix // Set projection matrix
std::array<GLfloat, 3 * 2> ortho_matrix = MakeOrthographicMatrix((float)layout.width, std::array<GLfloat, 3 * 2> ortho_matrix = MakeOrthographicMatrix((float)layout.width,

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@ -13,6 +13,8 @@
#include "core/hw/gpu.h" #include "core/hw/gpu.h"
#include "video_core/renderer_base.h" #include "video_core/renderer_base.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
class EmuWindow; class EmuWindow;
@ -49,18 +51,18 @@ private:
}; };
void InitOpenGLObjects(); void InitOpenGLObjects();
static void ConfigureFramebufferTexture(TextureInfo& texture, void ConfigureFramebufferTexture(TextureInfo& texture,
const GPU::Regs::FramebufferConfig& framebuffer); const GPU::Regs::FramebufferConfig& framebuffer);
void DrawScreens(); void DrawScreens();
void DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h); void DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h);
void UpdateFramerate(); void UpdateFramerate();
// Loads framebuffer from emulated memory into the active OpenGL texture. // Loads framebuffer from emulated memory into the active OpenGL texture.
static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer, void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
const TextureInfo& texture); const TextureInfo& texture);
// Fills active OpenGL texture with the given RGB color. // Fills active OpenGL texture with the given RGB color.
static void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
const TextureInfo& texture); const TextureInfo& texture);
/// Computes the viewport rectangle /// Computes the viewport rectangle
MathUtil::Rectangle<unsigned> GetViewportExtent(); MathUtil::Rectangle<unsigned> GetViewportExtent();
@ -71,6 +73,8 @@ private:
int resolution_width; ///< Current resolution width int resolution_width; ///< Current resolution width
int resolution_height; ///< Current resolution height int resolution_height; ///< Current resolution height
OpenGLState state;
// OpenGL object IDs // OpenGL object IDs
GLuint vertex_array_handle; GLuint vertex_array_handle;
GLuint vertex_buffer_handle; GLuint vertex_buffer_handle;

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@ -6,6 +6,7 @@
#include "common/emu_window.h" #include "common/emu_window.h"
#include "core/core.h" #include "core/core.h"
#include "core/settings.h"
#include "video_core/video_core.h" #include "video_core/video_core.h"
#include "video_core/renderer_base.h" #include "video_core/renderer_base.h"
@ -19,6 +20,8 @@ namespace VideoCore {
EmuWindow* g_emu_window = nullptr; ///< Frontend emulator window EmuWindow* g_emu_window = nullptr; ///< Frontend emulator window
RendererBase* g_renderer = nullptr; ///< Renderer plugin RendererBase* g_renderer = nullptr; ///< Renderer plugin
std::atomic<bool> g_hw_renderer_enabled;
/// Initialize the video core /// Initialize the video core
void Init(EmuWindow* emu_window) { void Init(EmuWindow* emu_window) {
g_emu_window = emu_window; g_emu_window = emu_window;

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@ -8,6 +8,8 @@
#include "renderer_base.h" #include "renderer_base.h"
#include <atomic>
//////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////
// Video Core namespace // Video Core namespace
@ -31,6 +33,9 @@ static const int kScreenBottomHeight = 240; ///< 3DS bottom screen height
extern RendererBase* g_renderer; ///< Renderer plugin extern RendererBase* g_renderer; ///< Renderer plugin
extern EmuWindow* g_emu_window; ///< Emu window extern EmuWindow* g_emu_window; ///< Emu window
// TODO: Wrap this in a user settings struct along with any other graphics settings (often set from qt ui)
extern std::atomic<bool> g_hw_renderer_enabled;
/// Start the video core /// Start the video core
void Start(); void Start();