rpcsx/rpcs3/Emu/RSX/GL/GLGSRender.cpp

743 lines
22 KiB
C++

#include "stdafx.h"
#include "Utilities/Config.h"
#include "Emu/Memory/Memory.h"
#include "Emu/System.h"
#include "GLGSRender.h"
#include "../rsx_methods.h"
#include "../Common/BufferUtils.h"
extern cfg::bool_entry g_cfg_rsx_debug_output;
#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;
}
throw EXCEPTION("Unknow depth format");
}
}
GLGSRender::GLGSRender() : GSRender(frame_type::OpenGL)
{
shaders_cache.load(rsx::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;
void GLGSRender::begin()
{
rsx::thread::begin();
if (!load_program())
{
//no program - no drawing
return;
}
init_buffers();
u32 color_mask = rsx::method_registers[NV4097_SET_COLOR_MASK];
bool color_mask_b = !!(color_mask & 0xff);
bool color_mask_g = !!((color_mask >> 8) & 0xff);
bool color_mask_r = !!((color_mask >> 16) & 0xff);
bool color_mask_a = !!((color_mask >> 24) & 0xff);
__glcheck glColorMask(color_mask_r, color_mask_g, color_mask_b, color_mask_a);
__glcheck glDepthMask(rsx::method_registers[NV4097_SET_DEPTH_MASK]);
__glcheck glStencilMask(rsx::method_registers[NV4097_SET_STENCIL_MASK]);
if (__glcheck enable(rsx::method_registers[NV4097_SET_DEPTH_TEST_ENABLE], GL_DEPTH_TEST))
{
__glcheck glDepthFunc(rsx::method_registers[NV4097_SET_DEPTH_FUNC]);
__glcheck glDepthMask(rsx::method_registers[NV4097_SET_DEPTH_MASK]);
}
if (glDepthBoundsEXT && (__glcheck enable(rsx::method_registers[NV4097_SET_DEPTH_BOUNDS_TEST_ENABLE], GL_DEPTH_BOUNDS_TEST_EXT)))
{
__glcheck glDepthBoundsEXT((f32&)rsx::method_registers[NV4097_SET_DEPTH_BOUNDS_MIN], (f32&)rsx::method_registers[NV4097_SET_DEPTH_BOUNDS_MAX]);
}
__glcheck glDepthRange((f32&)rsx::method_registers[NV4097_SET_CLIP_MIN], (f32&)rsx::method_registers[NV4097_SET_CLIP_MAX]);
__glcheck enable(rsx::method_registers[NV4097_SET_DITHER_ENABLE], GL_DITHER);
if (!!rsx::method_registers[NV4097_SET_ALPHA_TEST_ENABLE])
{
//TODO: NV4097_SET_ALPHA_REF must be converted to f32
//glcheck(glAlphaFunc(rsx::method_registers[NV4097_SET_ALPHA_FUNC], rsx::method_registers[NV4097_SET_ALPHA_REF]));
}
if (__glcheck enable(rsx::method_registers[NV4097_SET_BLEND_ENABLE], GL_BLEND))
{
u32 sfactor = rsx::method_registers[NV4097_SET_BLEND_FUNC_SFACTOR];
u32 dfactor = rsx::method_registers[NV4097_SET_BLEND_FUNC_DFACTOR];
u16 sfactor_rgb = sfactor;
u16 sfactor_a = sfactor >> 16;
u16 dfactor_rgb = dfactor;
u16 dfactor_a = dfactor >> 16;
__glcheck glBlendFuncSeparate(sfactor_rgb, dfactor_rgb, sfactor_a, dfactor_a);
if (m_surface.color_format == rsx::surface_color_format::w16z16y16x16) //TODO: check another color formats
{
u32 blend_color = rsx::method_registers[NV4097_SET_BLEND_COLOR];
u32 blend_color2 = rsx::method_registers[NV4097_SET_BLEND_COLOR2];
u16 blend_color_r = blend_color;
u16 blend_color_g = blend_color >> 16;
u16 blend_color_b = blend_color2;
u16 blend_color_a = blend_color2 >> 16;
__glcheck glBlendColor(blend_color_r / 65535.f, blend_color_g / 65535.f, blend_color_b / 65535.f, blend_color_a / 65535.f);
}
else
{
u32 blend_color = rsx::method_registers[NV4097_SET_BLEND_COLOR];
u8 blend_color_r = blend_color;
u8 blend_color_g = blend_color >> 8;
u8 blend_color_b = blend_color >> 16;
u8 blend_color_a = blend_color >> 24;
__glcheck glBlendColor(blend_color_r / 255.f, blend_color_g / 255.f, blend_color_b / 255.f, blend_color_a / 255.f);
}
u32 equation = rsx::method_registers[NV4097_SET_BLEND_EQUATION];
u16 equation_rgb = equation;
u16 equation_a = equation >> 16;
__glcheck glBlendEquationSeparate(equation_rgb, equation_a);
}
if (__glcheck enable(rsx::method_registers[NV4097_SET_STENCIL_TEST_ENABLE], GL_STENCIL_TEST))
{
__glcheck glStencilFunc(rsx::method_registers[NV4097_SET_STENCIL_FUNC], rsx::method_registers[NV4097_SET_STENCIL_FUNC_REF],
rsx::method_registers[NV4097_SET_STENCIL_FUNC_MASK]);
__glcheck glStencilOp(rsx::method_registers[NV4097_SET_STENCIL_OP_FAIL], rsx::method_registers[NV4097_SET_STENCIL_OP_ZFAIL],
rsx::method_registers[NV4097_SET_STENCIL_OP_ZPASS]);
if (rsx::method_registers[NV4097_SET_TWO_SIDED_STENCIL_TEST_ENABLE]) {
__glcheck glStencilMaskSeparate(GL_BACK, rsx::method_registers[NV4097_SET_BACK_STENCIL_MASK]);
__glcheck glStencilFuncSeparate(GL_BACK, rsx::method_registers[NV4097_SET_BACK_STENCIL_FUNC],
rsx::method_registers[NV4097_SET_BACK_STENCIL_FUNC_REF], rsx::method_registers[NV4097_SET_BACK_STENCIL_FUNC_MASK]);
__glcheck glStencilOpSeparate(GL_BACK, rsx::method_registers[NV4097_SET_BACK_STENCIL_OP_FAIL],
rsx::method_registers[NV4097_SET_BACK_STENCIL_OP_ZFAIL], rsx::method_registers[NV4097_SET_BACK_STENCIL_OP_ZPASS]);
}
}
if (u32 blend_mrt = rsx::method_registers[NV4097_SET_BLEND_ENABLE_MRT])
{
__glcheck enable(blend_mrt & 2, GL_BLEND, 1);
__glcheck enable(blend_mrt & 4, GL_BLEND, 2);
__glcheck enable(blend_mrt & 8, GL_BLEND, 3);
}
if (__glcheck enable(rsx::method_registers[NV4097_SET_LOGIC_OP_ENABLE], GL_COLOR_LOGIC_OP))
{
__glcheck glLogicOp(rsx::method_registers[NV4097_SET_LOGIC_OP]);
}
u32 line_width = rsx::method_registers[NV4097_SET_LINE_WIDTH];
__glcheck glLineWidth((line_width >> 3) + (line_width & 7) / 8.f);
__glcheck enable(rsx::method_registers[NV4097_SET_LINE_SMOOTH_ENABLE], GL_LINE_SMOOTH);
//TODO
//NV4097_SET_ANISO_SPREAD
//TODO
/*
glcheck(glFogi(GL_FOG_MODE, rsx::method_registers[NV4097_SET_FOG_MODE]));
f32 fog_p0 = (f32&)rsx::method_registers[NV4097_SET_FOG_PARAMS + 0];
f32 fog_p1 = (f32&)rsx::method_registers[NV4097_SET_FOG_PARAMS + 1];
f32 fog_start = (2 * fog_p0 - (fog_p0 - 2) / fog_p1) / (fog_p0 - 1);
f32 fog_end = (2 * fog_p0 - 1 / fog_p1) / (fog_p0 - 1);
glFogf(GL_FOG_START, fog_start);
glFogf(GL_FOG_END, fog_end);
*/
//NV4097_SET_FOG_PARAMS
__glcheck enable(rsx::method_registers[NV4097_SET_POLY_OFFSET_POINT_ENABLE], GL_POLYGON_OFFSET_POINT);
__glcheck enable(rsx::method_registers[NV4097_SET_POLY_OFFSET_LINE_ENABLE], GL_POLYGON_OFFSET_LINE);
__glcheck enable(rsx::method_registers[NV4097_SET_POLY_OFFSET_FILL_ENABLE], GL_POLYGON_OFFSET_FILL);
__glcheck glPolygonOffset((f32&)rsx::method_registers[NV4097_SET_POLYGON_OFFSET_SCALE_FACTOR],
(f32&)rsx::method_registers[NV4097_SET_POLYGON_OFFSET_BIAS]);
//NV4097_SET_SPECULAR_ENABLE
//NV4097_SET_TWO_SIDE_LIGHT_EN
//NV4097_SET_FLAT_SHADE_OP
//NV4097_SET_EDGE_FLAG
u32 clip_plane_control = rsx::method_registers[NV4097_SET_USER_CLIP_PLANE_CONTROL];
u8 clip_plane_0 = clip_plane_control & 0xf;
u8 clip_plane_1 = (clip_plane_control >> 4) & 0xf;
u8 clip_plane_2 = (clip_plane_control >> 8) & 0xf;
u8 clip_plane_3 = (clip_plane_control >> 12) & 0xf;
u8 clip_plane_4 = (clip_plane_control >> 16) & 0xf;
u8 clip_plane_5 = (clip_plane_control >> 20) & 0xf;
//TODO
if (__glcheck enable(clip_plane_0, GL_CLIP_DISTANCE0)) {}
if (__glcheck enable(clip_plane_1, GL_CLIP_DISTANCE1)) {}
if (__glcheck enable(clip_plane_2, GL_CLIP_DISTANCE2)) {}
if (__glcheck enable(clip_plane_3, GL_CLIP_DISTANCE3)) {}
if (__glcheck enable(clip_plane_4, GL_CLIP_DISTANCE4)) {}
if (__glcheck enable(clip_plane_5, GL_CLIP_DISTANCE5)) {}
__glcheck enable(rsx::method_registers[NV4097_SET_POLY_OFFSET_FILL_ENABLE], GL_POLYGON_OFFSET_FILL);
if (__glcheck enable(rsx::method_registers[NV4097_SET_CULL_FACE_ENABLE], GL_CULL_FACE))
{
__glcheck glCullFace(rsx::method_registers[NV4097_SET_CULL_FACE]);
}
glDisable(GL_CULL_FACE);
__glcheck glFrontFace(rsx::method_registers[NV4097_SET_FRONT_FACE] ^ 1);
__glcheck enable(rsx::method_registers[NV4097_SET_POLY_SMOOTH_ENABLE], 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[NV4097_SET_RESTART_INDEX_ENABLE], GL_PRIMITIVE_RESTART))
{
__glcheck glPrimitiveRestartIndex(rsx::method_registers[NV4097_SET_RESTART_INDEX]);
}
}
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;
}
throw EXCEPTION("Unknow texture target");
}
}
void GLGSRender::end()
{
if (!draw_fbo)
{
rsx::thread::end();
return;
}
//LOG_NOTICE(Log::RSX, "draw()");
draw_fbo.bind();
m_program->use();
//setup textures
for (int i = 0; i < rsx::limits::textures_count; ++i)
{
int location;
if (m_program->uniforms.has_location("tex" + std::to_string(i), &location))
{
if (!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(textures[i]));
__glcheck m_gl_texture_cache.upload_texture(i, textures[i], m_gl_textures[i], m_rtts);
glProgramUniform1i(m_program->id(), location, i);
}
}
set_vertex_buffer();
/**
* Validate fails if called right after linking a program because the VS and FS both use textures bound using different
* samplers. So far only sampler2D has been largely used, hiding the problem. This call shall also degrade performance further
* if used every draw call. Fixes shader validation issues on AMD.
*/
m_program->validate();
if (draw_command == rsx::draw_command::indexed)
{
rsx::index_array_type indexed_type = rsx::to_index_array_type(rsx::method_registers[NV4097_SET_INDEX_ARRAY_DMA] >> 4);
if (indexed_type == rsx::index_array_type::u32)
__glcheck glDrawElements(gl::draw_mode(draw_mode), vertex_draw_count, GL_UNSIGNED_INT, nullptr);
if (indexed_type == rsx::index_array_type::u16)
__glcheck glDrawElements(gl::draw_mode(draw_mode), vertex_draw_count, GL_UNSIGNED_SHORT, nullptr);
}
else if (!is_primitive_native(draw_mode))
{
__glcheck glDrawElements(gl::draw_mode(draw_mode), vertex_draw_count, GL_UNSIGNED_SHORT, nullptr);
}
else
{
draw_fbo.draw_arrays(draw_mode, vertex_draw_count);
}
write_buffers();
rsx::thread::end();
}
void GLGSRender::set_viewport()
{
u32 viewport_horizontal = rsx::method_registers[NV4097_SET_VIEWPORT_HORIZONTAL];
u32 viewport_vertical = rsx::method_registers[NV4097_SET_VIEWPORT_VERTICAL];
u16 viewport_x = viewport_horizontal & 0xffff;
u16 viewport_y = viewport_vertical & 0xffff;
u16 viewport_w = viewport_horizontal >> 16;
u16 viewport_h = viewport_vertical >> 16;
u32 scissor_horizontal = rsx::method_registers[NV4097_SET_SCISSOR_HORIZONTAL];
u32 scissor_vertical = rsx::method_registers[NV4097_SET_SCISSOR_VERTICAL];
u16 scissor_x = scissor_horizontal;
u16 scissor_w = scissor_horizontal >> 16;
u16 scissor_y = scissor_vertical;
u16 scissor_h = scissor_vertical >> 16;
u32 shader_window = rsx::method_registers[NV4097_SET_SHADER_WINDOW];
rsx::window_origin shader_window_origin = rsx::to_window_origin((shader_window >> 12) & 0xf);
//TODO
if (true || 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 = shader_window & 0xfff;
__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);
m_vao.create();
m_vbo.create();
m_ebo.create();
m_scale_offset_buffer.create(18 * sizeof(float));
m_vertex_constants_buffer.create(512 * 4 * sizeof(float));
m_fragment_constants_buffer.create();
glBindBufferBase(GL_UNIFORM_BUFFER, 0, m_scale_offset_buffer.id());
glBindBufferBase(GL_UNIFORM_BUFFER, 1, m_vertex_constants_buffer.id());
glBindBufferBase(GL_UNIFORM_BUFFER, 2, m_fragment_constants_buffer.id());
m_vao.array_buffer = m_vbo;
m_vao.element_array_buffer = m_ebo;
for (texture_buffer_pair &attrib_buffer : m_gl_attrib_buffers)
{
gl::texture *&tex = attrib_buffer.texture;
tex = new gl::texture(gl::texture::target::textureBuffer);
tex->create();
tex->set_target(gl::texture::target::textureBuffer);
gl::buffer *&buf = attrib_buffer.buffer;
buf = new gl::buffer();
buf->create();
}
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_vbo)
m_vbo.remove();
if (m_ebo)
m_ebo.remove();
if (m_vao)
m_vao.remove();
if (m_scale_offset_buffer)
m_scale_offset_buffer.remove();
if (m_vertex_constants_buffer)
m_vertex_constants_buffer.remove();
if (m_fragment_constants_buffer)
m_fragment_constants_buffer.remove();
for (texture_buffer_pair &attrib_buffer : m_gl_attrib_buffers)
{
gl::texture *&tex = attrib_buffer.texture;
tex->remove();
delete tex;
tex = nullptr;
gl::buffer *&buf = attrib_buffer.buffer;
buf->remove();
delete buf;
buf = nullptr;
}
}
void nv4097_clear_surface(u32 arg, GLGSRender* renderer)
{
//LOG_NOTICE(Log::RSX, "nv4097_clear_surface(0x%x)", arg);
if (!rsx::method_registers[NV4097_SET_SURFACE_FORMAT]) return;
if ((arg & 0xf3) == 0)
{
//do nothing
return;
}
/*
u16 clear_x = rsx::method_registers[NV4097_SET_CLEAR_RECT_HORIZONTAL];
u16 clear_y = rsx::method_registers[NV4097_SET_CLEAR_RECT_VERTICAL];
u16 clear_w = rsx::method_registers[NV4097_SET_CLEAR_RECT_HORIZONTAL] >> 16;
u16 clear_h = rsx::method_registers[NV4097_SET_CLEAR_RECT_VERTICAL] >> 16;
glScissor(clear_x, clear_y, clear_w, clear_h);
*/
renderer->init_buffers(true);
renderer->draw_fbo.bind();
GLbitfield mask = 0;
if (arg & 0x1)
{
rsx::surface_depth_format surface_depth_format = rsx::to_surface_depth_format((rsx::method_registers[NV4097_SET_SURFACE_FORMAT] >> 5) & 0x7);
u32 max_depth_value = get_max_depth_value(surface_depth_format);
u32 clear_depth = rsx::method_registers[NV4097_SET_ZSTENCIL_CLEAR_VALUE] >> 8;
glDepthMask(GL_TRUE);
glClearDepth(double(clear_depth) / max_depth_value);
mask |= GLenum(gl::buffers::depth);
}
if (arg & 0x2)
{
u8 clear_stencil = rsx::method_registers[NV4097_SET_ZSTENCIL_CLEAR_VALUE] & 0xff;
__glcheck glStencilMask(rsx::method_registers[NV4097_SET_STENCIL_MASK]);
glClearStencil(clear_stencil);
mask |= GLenum(gl::buffers::stencil);
}
if (arg & 0xf0)
{
u32 clear_color = rsx::method_registers[NV4097_SET_COLOR_CLEAR_VALUE];
u8 clear_a = clear_color >> 24;
u8 clear_r = clear_color >> 16;
u8 clear_g = clear_color >> 8;
u8 clear_b = clear_color;
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<u32, rsx_method_impl_t> 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);
return true;
}
bool GLGSRender::load_program()
{
#if 1
RSXVertexProgram vertex_program = get_current_vertex_program();
RSXFragmentProgram fragment_program = get_current_fragment_program();
__glcheck m_program = &m_prog_buffer.getGraphicPipelineState(vertex_program, fragment_program, nullptr);
__glcheck m_program->use();
#else
std::vector<u32> vertex_program;
u32 transform_program_start = rsx::method_registers[NV4097_SET_TRANSFORM_PROGRAM_START];
vertex_program.reserve((512 - transform_program_start) * 4);
for (int i = transform_program_start; i < 512; ++i)
{
vertex_program.resize((i - transform_program_start) * 4 + 4);
memcpy(vertex_program.data() + (i - transform_program_start) * 4, transform_program + i * 4, 4 * sizeof(u32));
D3 d3;
d3.HEX = transform_program[i * 4 + 3];
if (d3.end)
break;
}
u32 shader_program = rsx::method_registers[NV4097_SET_SHADER_PROGRAM];
std::string fp_shader; ParamArray fp_parr; u32 fp_size;
GLFragmentDecompilerThread decompile_fp(fp_shader, fp_parr,
rsx::get_address(shader_program & ~0x3, (shader_program & 0x3) - 1), fp_size, rsx::method_registers[NV4097_SET_SHADER_CONTROL]);
std::string vp_shader; ParamArray vp_parr;
GLVertexDecompilerThread decompile_vp(vertex_program, vp_shader, vp_parr);
decompile_fp.Task();
decompile_vp.Task();
LOG_NOTICE(RSX, "fp: %s", fp_shader.c_str());
LOG_NOTICE(RSX, "vp: %s", vp_shader.c_str());
static bool first = true;
gl::glsl::shader fp(gl::glsl::shader::type::fragment, fp_shader);
gl::glsl::shader vp(gl::glsl::shader::type::vertex, vp_shader);
(m_program.recreate() += { fp.compile(), vp.compile() }).make();
#endif
size_t max_buffer_sz =(size_t) m_vertex_constants_buffer.size();
size_t fragment_constants_sz = m_prog_buffer.get_fragment_constants_buffer_size(fragment_program);
if (fragment_constants_sz > max_buffer_sz)
max_buffer_sz = fragment_constants_sz;
std::vector<u8> client_side_buf(max_buffer_sz);
fill_scale_offset_data(client_side_buf.data(), false);
memcpy(client_side_buf.data() + 16 * sizeof(float), &rsx::method_registers[NV4097_SET_FOG_PARAMS], sizeof(float));
memcpy(client_side_buf.data() + 17 * sizeof(float), &rsx::method_registers[NV4097_SET_FOG_PARAMS + 1], sizeof(float));
m_scale_offset_buffer.data(m_scale_offset_buffer.size(), nullptr);
m_scale_offset_buffer.sub_data(0, m_scale_offset_buffer.size(), client_side_buf.data());
fill_vertex_program_constants_data(client_side_buf.data());
m_vertex_constants_buffer.data(m_vertex_constants_buffer.size(), nullptr);
m_vertex_constants_buffer.sub_data(0, m_vertex_constants_buffer.size(), client_side_buf.data());
m_prog_buffer.fill_fragment_constans_buffer({ reinterpret_cast<float*>(client_side_buf.data()), gsl::narrow<int>(fragment_constants_sz) }, fragment_program);
m_fragment_constants_buffer.data(fragment_constants_sz, nullptr);
m_fragment_constants_buffer.sub_data(0, fragment_constants_sz, client_side_buf.data());
return true;
}
void GLGSRender::flip(int buffer)
{
//LOG_NOTICE(Log::RSX, "flip(%d)", buffer);
u32 buffer_width = gcm_buffers[buffer].width;
u32 buffer_height = gcm_buffers[buffer].height;
u32 buffer_pitch = gcm_buffers[buffer].pitch;
rsx::tiled_region buffer_region = get_tiled_address(gcm_buffers[buffer].offset, CELL_GCM_LOCATION_LOCAL);
bool skip_read = false;
/**
* Calling read_buffers will overwrite cached content
*/
if (draw_fbo)
{
skip_read = true;
/*
for (uint i = 0; i < rsx::limits::color_buffers_count; ++i)
{
u32 color_address = rsx::get_address(rsx::method_registers[mr_color_offset[i]], rsx::method_registers[mr_color_dma[i]]);
if (color_address == buffer_address)
{
skip_read = true;
__glcheck draw_fbo.draw_buffer(draw_fbo.color[i]);
break;
}
}
*/
}
if (!skip_read)
{
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);
__glcheck m_flip_fbo.recreate();
__glcheck m_flip_fbo.color = m_flip_tex_color;
}
__glcheck m_flip_fbo.draw_buffer(m_flip_fbo.color);
m_flip_fbo.bind();
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glDisable(GL_LOGIC_OP);
glDisable(GL_CULL_FACE);
if (buffer_region.tile)
{
std::unique_ptr<u8[]> 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);
}
}
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);
if (!skip_read)
{
__glcheck m_flip_fbo.blit(gl::screen, screen_area, areai(aspect_ratio).flipped_vertical());
}
else
{
__glcheck draw_fbo.blit(gl::screen, screen_area, areai(aspect_ratio).flipped_vertical());
}
m_frame->flip(m_context);
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;
}