#include "stdafx.h" #include "Utilities/Config.h" #include "Emu/Memory/Memory.h" #include "GLGSRender.h" #include "../rsx_methods.h" #include "../Common/BufferUtils.h" #include "../rsx_utils.h" extern cfg::bool_entry g_cfg_rsx_debug_output; extern cfg::bool_entry g_cfg_rsx_overlay; #define DUMP_VERTEX_DATA 0 namespace { u32 get_max_depth_value(rsx::surface_depth_format format) { switch (format) { case rsx::surface_depth_format::z16: return 0xFFFF; case rsx::surface_depth_format::z24s8: return 0xFFFFFF; } fmt::throw_exception("Unknown depth format" HERE); } } GLGSRender::GLGSRender() : GSRender(frame_type::OpenGL) { shaders_cache.load(rsx::old_shaders_cache::shader_language::glsl); } u32 GLGSRender::enable(u32 condition, u32 cap) { if (condition) { glEnable(cap); } else { glDisable(cap); } return condition; } u32 GLGSRender::enable(u32 condition, u32 cap, u32 index) { if (condition) { glEnablei(cap, index); } else { glDisablei(cap, index); } return condition; } extern CellGcmContextData current_context; namespace { GLenum comparison_op(rsx::comparison_function op) { switch (op) { case rsx::comparison_function::never: return GL_NEVER; case rsx::comparison_function::less: return GL_LESS; case rsx::comparison_function::equal: return GL_EQUAL; case rsx::comparison_function::less_or_equal: return GL_LEQUAL; case rsx::comparison_function::greater: return GL_GREATER; case rsx::comparison_function::not_equal: return GL_NOTEQUAL; case rsx::comparison_function::greater_or_equal: return GL_GEQUAL; case rsx::comparison_function::always: return GL_ALWAYS; } throw; } GLenum stencil_op(rsx::stencil_op op) { switch (op) { case rsx::stencil_op::keep: return GL_KEEP; case rsx::stencil_op::zero: return GL_ZERO; case rsx::stencil_op::replace: return GL_REPLACE; case rsx::stencil_op::incr: return GL_INCR; case rsx::stencil_op::decr: return GL_DECR; case rsx::stencil_op::incr_wrap: return GL_INCR_WRAP; case rsx::stencil_op::decr_wrap: return GL_DECR_WRAP; } throw; } GLenum blend_equation(rsx::blend_equation op) { switch (op) { // Note : maybe add is signed on gl case rsx::blend_equation::add: return GL_FUNC_ADD; case rsx::blend_equation::min: return GL_MIN; case rsx::blend_equation::max: return GL_MAX; case rsx::blend_equation::substract: return GL_FUNC_SUBTRACT; case rsx::blend_equation::reverse_substract: return GL_FUNC_REVERSE_SUBTRACT; case rsx::blend_equation::reverse_substract_signed: throw "unsupported"; case rsx::blend_equation::add_signed: throw "unsupported"; case rsx::blend_equation::reverse_add_signed: throw "unsupported"; } throw; } GLenum blend_factor(rsx::blend_factor op) { switch (op) { case rsx::blend_factor::zero: return GL_ZERO; case rsx::blend_factor::one: return GL_ONE; case rsx::blend_factor::src_color: return GL_SRC_COLOR; case rsx::blend_factor::one_minus_src_color: return GL_ONE_MINUS_SRC_COLOR; case rsx::blend_factor::dst_color: return GL_DST_COLOR; case rsx::blend_factor::one_minus_dst_color: return GL_ONE_MINUS_DST_COLOR; case rsx::blend_factor::src_alpha: return GL_SRC_ALPHA; case rsx::blend_factor::one_minus_src_alpha: return GL_ONE_MINUS_SRC_ALPHA; case rsx::blend_factor::dst_alpha: return GL_DST_ALPHA; case rsx::blend_factor::one_minus_dst_alpha: return GL_ONE_MINUS_DST_ALPHA; case rsx::blend_factor::src_alpha_saturate: return GL_SRC_ALPHA_SATURATE; case rsx::blend_factor::constant_color: return GL_CONSTANT_COLOR; case rsx::blend_factor::one_minus_constant_color: return GL_ONE_MINUS_CONSTANT_COLOR; case rsx::blend_factor::constant_alpha: return GL_CONSTANT_ALPHA; case rsx::blend_factor::one_minus_constant_alpha: return GL_ONE_MINUS_CONSTANT_ALPHA; } throw; } GLenum logic_op(rsx::logic_op op) { switch (op) { case rsx::logic_op::logic_clear: return GL_CLEAR; case rsx::logic_op::logic_and: return GL_AND; case rsx::logic_op::logic_and_reverse: return GL_AND_REVERSE; case rsx::logic_op::logic_copy: return GL_COPY; case rsx::logic_op::logic_and_inverted: return GL_AND_INVERTED; case rsx::logic_op::logic_noop: return GL_NOOP; case rsx::logic_op::logic_xor: return GL_XOR; case rsx::logic_op::logic_or: return GL_OR; case rsx::logic_op::logic_nor: return GL_NOR; case rsx::logic_op::logic_equiv: return GL_EQUIV; case rsx::logic_op::logic_invert: return GL_INVERT; case rsx::logic_op::logic_or_reverse: return GL_OR_REVERSE; case rsx::logic_op::logic_copy_inverted: return GL_COPY_INVERTED; case rsx::logic_op::logic_or_inverted: return GL_OR_INVERTED; case rsx::logic_op::logic_nand: return GL_NAND; case rsx::logic_op::logic_set: return GL_SET; } throw; } GLenum front_face(rsx::front_face op) { GLenum mask = 0; if (rsx::method_registers.shader_window_origin() == rsx::window_origin::bottom) mask = 1; switch (op) { case rsx::front_face::cw: return GL_CW ^ mask; case rsx::front_face::ccw: return GL_CCW ^ mask; } throw; } GLenum cull_face(rsx::cull_face op) { switch (op) { case rsx::cull_face::front: return GL_FRONT; case rsx::cull_face::back: return GL_BACK; case rsx::cull_face::front_and_back: return GL_FRONT_AND_BACK; } throw; } } void GLGSRender::begin() { rsx::thread::begin(); init_buffers(); std::chrono::time_point then = std::chrono::system_clock::now(); bool color_mask_b = rsx::method_registers.color_mask_b(); bool color_mask_g = rsx::method_registers.color_mask_g(); bool color_mask_r = rsx::method_registers.color_mask_r(); bool color_mask_a = rsx::method_registers.color_mask_a(); __glcheck glColorMask(color_mask_r, color_mask_g, color_mask_b, color_mask_a); __glcheck glDepthMask(rsx::method_registers.depth_write_enabled()); __glcheck glStencilMask(rsx::method_registers.stencil_mask()); if (__glcheck enable(rsx::method_registers.depth_test_enabled(), GL_DEPTH_TEST)) { __glcheck glDepthFunc(comparison_op(rsx::method_registers.depth_func())); __glcheck glDepthMask(rsx::method_registers.depth_write_enabled()); } if (glDepthBoundsEXT && (__glcheck enable(rsx::method_registers.depth_bounds_test_enabled(), GL_DEPTH_BOUNDS_TEST_EXT))) { __glcheck glDepthBoundsEXT(rsx::method_registers.depth_bounds_min(), rsx::method_registers.depth_bounds_max()); } __glcheck glDepthRange(rsx::method_registers.clip_min(), rsx::method_registers.clip_max()); __glcheck enable(rsx::method_registers.dither_enabled(), GL_DITHER); if (__glcheck enable(rsx::method_registers.blend_enabled(), GL_BLEND)) { __glcheck glBlendFuncSeparate(blend_factor(rsx::method_registers.blend_func_sfactor_rgb()), blend_factor(rsx::method_registers.blend_func_dfactor_rgb()), blend_factor(rsx::method_registers.blend_func_sfactor_a()), blend_factor(rsx::method_registers.blend_func_dfactor_a())); if (m_surface.color_format == rsx::surface_color_format::w16z16y16x16) //TODO: check another color formats { u16 blend_color_r = rsx::method_registers.blend_color_16b_r(); u16 blend_color_g = rsx::method_registers.blend_color_16b_g(); u16 blend_color_b = rsx::method_registers.blend_color_16b_b(); u16 blend_color_a = rsx::method_registers.blend_color_16b_a(); __glcheck glBlendColor(blend_color_r / 65535.f, blend_color_g / 65535.f, blend_color_b / 65535.f, blend_color_a / 65535.f); } else { u8 blend_color_r = rsx::method_registers.blend_color_8b_r(); u8 blend_color_g = rsx::method_registers.blend_color_8b_g(); u8 blend_color_b = rsx::method_registers.blend_color_8b_b(); u8 blend_color_a = rsx::method_registers.blend_color_8b_a(); __glcheck glBlendColor(blend_color_r / 255.f, blend_color_g / 255.f, blend_color_b / 255.f, blend_color_a / 255.f); } __glcheck glBlendEquationSeparate(blend_equation(rsx::method_registers.blend_equation_rgb()), blend_equation(rsx::method_registers.blend_equation_a())); } if (__glcheck enable(rsx::method_registers.stencil_test_enabled(), GL_STENCIL_TEST)) { __glcheck glStencilFunc(comparison_op(rsx::method_registers.stencil_func()), rsx::method_registers.stencil_func_ref(), rsx::method_registers.stencil_func_mask()); __glcheck glStencilOp(stencil_op(rsx::method_registers.stencil_op_fail()), stencil_op(rsx::method_registers.stencil_op_zfail()), stencil_op(rsx::method_registers.stencil_op_zpass())); if (rsx::method_registers.two_sided_stencil_test_enabled()) { __glcheck glStencilMaskSeparate(GL_BACK, rsx::method_registers.back_stencil_mask()); __glcheck glStencilFuncSeparate(GL_BACK, comparison_op(rsx::method_registers.back_stencil_func()), rsx::method_registers.back_stencil_func_ref(), rsx::method_registers.back_stencil_func_mask()); __glcheck glStencilOpSeparate(GL_BACK, stencil_op(rsx::method_registers.back_stencil_op_fail()), stencil_op(rsx::method_registers.back_stencil_op_zfail()), stencil_op(rsx::method_registers.back_stencil_op_zpass())); } } __glcheck enable(rsx::method_registers.blend_enabled_surface_1(), GL_BLEND, 1); __glcheck enable(rsx::method_registers.blend_enabled_surface_2(), GL_BLEND, 2); __glcheck enable(rsx::method_registers.blend_enabled_surface_3(), GL_BLEND, 3); if (__glcheck enable(rsx::method_registers.logic_op_enabled(), GL_COLOR_LOGIC_OP)) { __glcheck glLogicOp(logic_op(rsx::method_registers.logic_operation())); } __glcheck glLineWidth(rsx::method_registers.line_width()); __glcheck enable(rsx::method_registers.line_smooth_enabled(), GL_LINE_SMOOTH); //TODO //NV4097_SET_ANISO_SPREAD __glcheck enable(rsx::method_registers.poly_offset_point_enabled(), GL_POLYGON_OFFSET_POINT); __glcheck enable(rsx::method_registers.poly_offset_line_enabled(), GL_POLYGON_OFFSET_LINE); __glcheck enable(rsx::method_registers.poly_offset_fill_enabled(), GL_POLYGON_OFFSET_FILL); __glcheck glPolygonOffset(rsx::method_registers.poly_offset_scale(), rsx::method_registers.poly_offset_bias()); //NV4097_SET_SPECULAR_ENABLE //NV4097_SET_TWO_SIDE_LIGHT_EN //NV4097_SET_FLAT_SHADE_OP //NV4097_SET_EDGE_FLAG if (__glcheck enable(rsx::method_registers.cull_face_enabled(), GL_CULL_FACE)) { __glcheck glCullFace(cull_face(rsx::method_registers.cull_face_mode())); } __glcheck glFrontFace(front_face(rsx::method_registers.front_face_mode())); __glcheck enable(rsx::method_registers.poly_smooth_enabled(), GL_POLYGON_SMOOTH); //NV4097_SET_COLOR_KEY_COLOR //NV4097_SET_SHADER_CONTROL //NV4097_SET_ZMIN_MAX_CONTROL //NV4097_SET_ANTI_ALIASING_CONTROL //NV4097_SET_CLIP_ID_TEST_ENABLE if (__glcheck enable(rsx::method_registers.restart_index_enabled(), GL_PRIMITIVE_RESTART)) { __glcheck glPrimitiveRestartIndex(rsx::method_registers.restart_index()); } std::chrono::time_point now = std::chrono::system_clock::now(); m_begin_time += (u32)std::chrono::duration_cast(now - then).count(); m_draw_calls++; } namespace { GLenum get_gl_target_for_texture(const rsx::texture& tex) { switch (tex.get_extended_texture_dimension()) { case rsx::texture_dimension_extended::texture_dimension_1d: return GL_TEXTURE_1D; case rsx::texture_dimension_extended::texture_dimension_2d: return GL_TEXTURE_2D; case rsx::texture_dimension_extended::texture_dimension_cubemap: return GL_TEXTURE_CUBE_MAP; case rsx::texture_dimension_extended::texture_dimension_3d: return GL_TEXTURE_3D; } fmt::throw_exception("Unknown texture target" HERE); } GLenum get_gl_target_for_texture(const rsx::vertex_texture& tex) { switch (tex.get_extended_texture_dimension()) { case rsx::texture_dimension_extended::texture_dimension_1d: return GL_TEXTURE_1D; case rsx::texture_dimension_extended::texture_dimension_2d: return GL_TEXTURE_2D; case rsx::texture_dimension_extended::texture_dimension_cubemap: return GL_TEXTURE_CUBE_MAP; case rsx::texture_dimension_extended::texture_dimension_3d: return GL_TEXTURE_3D; } fmt::throw_exception("Unknown texture target" HERE); } } void GLGSRender::end() { if (!draw_fbo || !load_program()) { rsx::thread::end(); return; } draw_fbo.bind(); m_program->use(); //Check if depth buffer is bound and valid //If ds is not initialized clear it; it seems new depth textures should have depth cleared gl::render_target *ds = std::get<1>(m_rtts.m_bound_depth_stencil); if (ds && !ds->cleared()) { glDepthMask(GL_TRUE); glClearDepth(1.f); glClear(GL_DEPTH_BUFFER_BIT); glDepthMask(rsx::method_registers.depth_write_enabled()); ds->set_cleared(); } //Setup textures for (int i = 0; i < rsx::limits::fragment_textures_count; ++i) { int location; if (m_program->uniforms.has_location("tex" + std::to_string(i), &location)) { if (!rsx::method_registers.fragment_textures[i].enabled()) { glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_2D, 0); glProgramUniform1i(m_program->id(), location, i); continue; } m_gl_textures[i].set_target(get_gl_target_for_texture(rsx::method_registers.fragment_textures[i])); __glcheck m_gl_texture_cache.upload_texture(i, rsx::method_registers.fragment_textures[i], m_gl_textures[i], m_rtts); glProgramUniform1i(m_program->id(), location, i); } } u32 vertex_draw_count; std::optional > indexed_draw_info; std::tie(vertex_draw_count, indexed_draw_info) = set_vertex_buffer(); m_vao.bind(); std::chrono::time_point then = std::chrono::system_clock::now(); if (g_cfg_rsx_debug_output) { m_program->validate(); } if (indexed_draw_info) { __glcheck glDrawElements(gl::draw_mode(rsx::method_registers.current_draw_clause.primitive), vertex_draw_count, std::get<0>(indexed_draw_info.value()), (GLvoid *)(std::ptrdiff_t)std::get<1>(indexed_draw_info.value())); } else { draw_fbo.draw_arrays(rsx::method_registers.current_draw_clause.primitive, vertex_draw_count); } std::chrono::time_point now = std::chrono::system_clock::now(); m_draw_time += (u32)std::chrono::duration_cast(now - then).count(); write_buffers(); rsx::thread::end(); } void GLGSRender::set_viewport() { u16 viewport_x = rsx::method_registers.viewport_origin_x(); u16 viewport_y = rsx::method_registers.viewport_origin_y(); u16 viewport_w = rsx::method_registers.viewport_width(); u16 viewport_h = rsx::method_registers.viewport_height(); u16 scissor_x = rsx::method_registers.scissor_origin_x(); u16 scissor_w = rsx::method_registers.scissor_width(); u16 scissor_y = rsx::method_registers.scissor_origin_y(); u16 scissor_h = rsx::method_registers.scissor_height(); rsx::window_origin shader_window_origin = rsx::method_registers.shader_window_origin(); if (shader_window_origin == rsx::window_origin::bottom) { __glcheck glViewport(viewport_x, viewport_y, viewport_w, viewport_h); __glcheck glScissor(scissor_x, scissor_y, scissor_w, scissor_h); } else { u16 shader_window_height = rsx::method_registers.shader_window_height(); __glcheck glViewport(viewport_x, shader_window_height - viewport_y - viewport_h + 1, viewport_w, viewport_h); __glcheck glScissor(scissor_x, shader_window_height - scissor_y - scissor_h + 1, scissor_w, scissor_h); } glEnable(GL_SCISSOR_TEST); } void GLGSRender::on_init_thread() { GSRender::on_init_thread(); gl::init(); if (g_cfg_rsx_debug_output) gl::enable_debugging(); LOG_NOTICE(RSX, "%s", (const char*)glGetString(GL_VERSION)); LOG_NOTICE(RSX, "%s", (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION)); LOG_NOTICE(RSX, "%s", (const char*)glGetString(GL_VENDOR)); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &m_uniform_buffer_offset_align); glGetIntegerv(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, &m_min_texbuffer_alignment); m_vao.create(); for (gl::texture &tex : m_gl_attrib_buffers) { tex.create(); tex.set_target(gl::texture::target::textureBuffer); } m_attrib_ring_buffer.create(gl::buffer::target::texture, 16 * 0x100000); m_uniform_ring_buffer.create(gl::buffer::target::uniform, 16 * 0x100000); m_index_ring_buffer.create(gl::buffer::target::element_array, 0x100000); m_vao.element_array_buffer = m_index_ring_buffer; m_gl_texture_cache.initialize_rtt_cache(); } void GLGSRender::on_exit() { glDisable(GL_VERTEX_PROGRAM_POINT_SIZE); m_prog_buffer.clear(); if (draw_fbo) { draw_fbo.remove(); } if (m_flip_fbo) { m_flip_fbo.remove(); } if (m_flip_tex_color) { m_flip_tex_color.remove(); } if (m_vao) { m_vao.remove(); } for (gl::texture &tex : m_gl_attrib_buffers) { tex.remove(); } m_attrib_ring_buffer.remove(); m_uniform_ring_buffer.remove(); m_index_ring_buffer.remove(); return GSRender::on_exit(); } void nv4097_clear_surface(u32 arg, GLGSRender* renderer) { if (rsx::method_registers.surface_color_target() == rsx::surface_target::none) return; if ((arg & 0xf3) == 0) { //do nothing return; } renderer->init_buffers(true); renderer->draw_fbo.bind(); GLbitfield mask = 0; rsx::surface_depth_format surface_depth_format = rsx::method_registers.surface_depth_fmt(); if (arg & 0x1) { u32 max_depth_value = get_max_depth_value(surface_depth_format); u32 clear_depth = rsx::method_registers.z_clear_value(); glDepthMask(GL_TRUE); glClearDepth(double(clear_depth) / max_depth_value); mask |= GLenum(gl::buffers::depth); } if (surface_depth_format == rsx::surface_depth_format::z24s8 && (arg & 0x2)) { u8 clear_stencil = rsx::method_registers.stencil_clear_value(); __glcheck glStencilMask(rsx::method_registers.stencil_mask()); glClearStencil(clear_stencil); mask |= GLenum(gl::buffers::stencil); } if (arg & 0xf0) { u8 clear_a = rsx::method_registers.clear_color_a(); u8 clear_r = rsx::method_registers.clear_color_r(); u8 clear_g = rsx::method_registers.clear_color_g(); u8 clear_b = rsx::method_registers.clear_color_b(); glColorMask(((arg & 0x20) ? 1 : 0), ((arg & 0x40) ? 1 : 0), ((arg & 0x80) ? 1 : 0), ((arg & 0x10) ? 1 : 0)); glClearColor(clear_r / 255.f, clear_g / 255.f, clear_b / 255.f, clear_a / 255.f); mask |= GLenum(gl::buffers::color); } glClear(mask); renderer->write_buffers(); } using rsx_method_impl_t = void(*)(u32, GLGSRender*); static const std::unordered_map g_gl_method_tbl = { { NV4097_CLEAR_SURFACE, nv4097_clear_surface } }; bool GLGSRender::do_method(u32 cmd, u32 arg) { auto found = g_gl_method_tbl.find(cmd); if (found == g_gl_method_tbl.end()) { return false; } found->second(arg, this); switch (cmd) { case NV4097_CLEAR_SURFACE: { if (arg & 0x1) { gl::render_target *ds = std::get<1>(m_rtts.m_bound_depth_stencil); if (ds && !ds->cleared()) ds->set_cleared(); } } } return true; } struct alignas(4) glsl_scale_buffer { float viewport_matrix[4][4]; float window_matrix[4][4]; float normalize_matrix[4][4]; }; struct alignas(4) glsl_vertex_constants_buffer { float vc[468][4]; }; struct alignas(4) glsl_fragment_constants_buffer { float fc[2048][4]; }; struct alignas(4) glsl_fragment_state_buffer { float fog_param0; float fog_param1; uint alpha_test; float alpha_ref; }; static void fill_fragment_state_buffer(glsl_fragment_state_buffer *buffer) { const float fog_params[2] = { rsx::method_registers.fog_params_0(), rsx::method_registers.fog_params_1() }; std::memcpy(&buffer->fog_param0, fog_params, sizeof(float) * 2); buffer->alpha_test = rsx::method_registers.alpha_test_enabled(); buffer->alpha_ref = rsx::method_registers.alpha_ref() / 255.f; } bool GLGSRender::load_program() { RSXVertexProgram vertex_program = get_current_vertex_program(); RSXFragmentProgram fragment_program = get_current_fragment_program(); m_program = &m_prog_buffer.getGraphicPipelineState(vertex_program, fragment_program, nullptr); m_program->use(); u32 fragment_constants_size = m_prog_buffer.get_fragment_constants_buffer_size(fragment_program); fragment_constants_size = std::max(32U, fragment_constants_size); u32 max_buffer_sz = align(sizeof(glsl_scale_buffer), m_uniform_buffer_offset_align) + align(sizeof(glsl_vertex_constants_buffer), m_uniform_buffer_offset_align) + align(fragment_constants_size, m_uniform_buffer_offset_align) + align(sizeof(glsl_fragment_state_buffer), m_uniform_buffer_offset_align); u32 scale_offset_offset; u32 vertex_constants_offset; u32 fragment_constants_offset; u32 fragment_state_offset; m_uniform_ring_buffer.reserve_and_map(max_buffer_sz); // Scale offset { auto mapping = m_uniform_ring_buffer.alloc_from_reserve(sizeof(glsl_scale_buffer), m_uniform_buffer_offset_align); fill_scale_offset_data((glsl_scale_buffer *)mapping.first, false); scale_offset_offset = mapping.second; } // Fragment state { auto mapping = m_uniform_ring_buffer.alloc_from_reserve(sizeof(glsl_fragment_state_buffer), m_uniform_buffer_offset_align); fill_fragment_state_buffer((glsl_fragment_state_buffer *)mapping.first); fragment_state_offset = mapping.second; } // Vertex constants { auto mapping = m_uniform_ring_buffer.alloc_from_reserve(sizeof(glsl_vertex_constants_buffer), m_uniform_buffer_offset_align); fill_vertex_program_constants_data(mapping.first); vertex_constants_offset = mapping.second; } // Fragment constants if (fragment_constants_size) { auto mapping = m_uniform_ring_buffer.alloc_from_reserve(fragment_constants_size, m_uniform_buffer_offset_align); u8 *buf = static_cast(mapping.first); m_prog_buffer.fill_fragment_constants_buffer({ reinterpret_cast(buf), gsl::narrow(fragment_constants_size) }, fragment_program); fragment_constants_offset = mapping.second; } m_uniform_ring_buffer.unmap(); m_uniform_ring_buffer.bind_range(0, scale_offset_offset, sizeof(glsl_scale_buffer)); m_uniform_ring_buffer.bind_range(1, vertex_constants_offset, sizeof(glsl_vertex_constants_buffer)); if (fragment_constants_size) { m_uniform_ring_buffer.bind_range(2, fragment_constants_offset, fragment_constants_size); } m_uniform_ring_buffer.bind_range(3, fragment_state_offset, sizeof(glsl_fragment_state_buffer)); return true; } void GLGSRender::flip(int buffer) { u32 buffer_width = gcm_buffers[buffer].width; u32 buffer_height = gcm_buffers[buffer].height; u32 buffer_pitch = gcm_buffers[buffer].pitch; glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDisable(GL_SCISSOR_TEST); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); rsx::tiled_region buffer_region = get_tiled_address(gcm_buffers[buffer].offset, CELL_GCM_LOCATION_LOCAL); u32 absolute_address = buffer_region.address + buffer_region.base; if (0) { LOG_NOTICE(RSX, "flip(%d) -> 0x%x [0x%x]", buffer, absolute_address, rsx::get_address(gcm_buffers[1 - buffer].offset, CELL_GCM_LOCATION_LOCAL)); } gl::texture *render_target_texture = m_rtts.get_texture_from_render_target_if_applicable(absolute_address); /** * Calling read_buffers will overwrite cached content */ __glcheck m_flip_fbo.recreate(); m_flip_fbo.bind(); auto *flip_fbo = &m_flip_fbo; if (render_target_texture) { __glcheck m_flip_fbo.color = *render_target_texture; __glcheck m_flip_fbo.read_buffer(m_flip_fbo.color); } else if (draw_fbo) { //HACK! it's here, because textures cache isn't implemented correctly! flip_fbo = &draw_fbo; } else { if (!m_flip_tex_color || m_flip_tex_color.size() != sizei{ (int)buffer_width, (int)buffer_height }) { m_flip_tex_color.recreate(gl::texture::target::texture2D); __glcheck m_flip_tex_color.config() .size({ (int)buffer_width, (int)buffer_height }) .type(gl::texture::type::uint_8_8_8_8) .format(gl::texture::format::bgra); m_flip_tex_color.pixel_unpack_settings().aligment(1).row_length(buffer_pitch / 4); } if (buffer_region.tile) { std::unique_ptr temp(new u8[buffer_height * buffer_pitch]); buffer_region.read(temp.get(), buffer_width, buffer_height, buffer_pitch); __glcheck m_flip_tex_color.copy_from(temp.get(), gl::texture::format::bgra, gl::texture::type::uint_8_8_8_8); } else { __glcheck m_flip_tex_color.copy_from(buffer_region.ptr, gl::texture::format::bgra, gl::texture::type::uint_8_8_8_8); } m_flip_fbo.color = m_flip_tex_color; __glcheck m_flip_fbo.read_buffer(m_flip_fbo.color); } areai screen_area = coordi({}, { (int)buffer_width, (int)buffer_height }); coordi aspect_ratio; if (1) //enable aspect ratio { sizei csize(m_frame->client_width(), m_frame->client_height()); sizei new_size = csize; const double aq = (double)buffer_width / buffer_height; const double rq = (double)new_size.width / new_size.height; const double q = aq / rq; if (q > 1.0) { new_size.height = int(new_size.height / q); aspect_ratio.y = (csize.height - new_size.height) / 2; } else if (q < 1.0) { new_size.width = int(new_size.width * q); aspect_ratio.x = (csize.width - new_size.width) / 2; } aspect_ratio.size = new_size; } else { aspect_ratio.size = { m_frame->client_width(), m_frame->client_height() }; } gl::screen.clear(gl::buffers::color_depth_stencil); __glcheck flip_fbo->blit(gl::screen, screen_area, areai(aspect_ratio).flipped_vertical()); m_frame->flip(m_context); if (g_cfg_rsx_overlay) { //TODO: Display overlay in a cross-platform manner //Core context throws wgl font functions out of the window as they use display lists //Only show debug info if the user really requests it if (g_cfg_rsx_debug_output) { std::string message = "draw_calls: " + std::to_string(m_draw_calls) + ", " + "draw_call_setup: " + std::to_string(m_begin_time) + "us, " + "vertex_upload_time: " + std::to_string(m_vertex_upload_time) + "us, " + "draw_call_execution: " + std::to_string(m_draw_time) + "us"; LOG_ERROR(RSX, "%s", message); } } m_draw_calls = 0; m_begin_time = 0; m_draw_time = 0; m_vertex_upload_time = 0; for (auto &tex : m_rtts.invalidated_resources) { tex->remove(); } m_rtts.invalidated_resources.clear(); } u64 GLGSRender::timestamp() const { GLint64 result; glGetInteger64v(GL_TIMESTAMP, &result); return result; } bool GLGSRender::on_access_violation(u32 address, bool is_writing) { if (is_writing) return m_gl_texture_cache.mark_as_dirty(address); return false; }