GPU: Implement resolution scaling
This commit is contained in:
parent
1f6130f04a
commit
48563c74cf
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@ -134,10 +134,10 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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void GPU_HW::CalcScissorRect(int* left, int* top, int* right, int* bottom)
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{
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*left = m_drawing_area.left;
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*right = m_drawing_area.right + 1;
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*top = m_drawing_area.top;
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*bottom = m_drawing_area.bottom + 1;
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*left = m_drawing_area.left * s32(m_resolution_scale);
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*right = (m_drawing_area.right + 1) * s32(m_resolution_scale);
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*top = m_drawing_area.top * s32(m_resolution_scale);
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*bottom = (m_drawing_area.bottom + 1) * s32(m_resolution_scale);
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}
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static void DefineMacro(std::stringstream& ss, const char* name, bool enabled)
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@ -151,8 +151,8 @@ static void DefineMacro(std::stringstream& ss, const char* name, bool enabled)
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void GPU_HW::GenerateShaderHeader(std::stringstream& ss)
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{
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ss << "#version 330 core\n\n";
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ss << "const ivec2 VRAM_SIZE = ivec2(" << VRAM_WIDTH << ", " << VRAM_HEIGHT << ");\n";
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ss << "const ivec2 VRAM_COORD_MASK = ivec2(" << (VRAM_WIDTH - 1) << ", " << (VRAM_HEIGHT - 1) << ");\n";
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ss << "const int RESOLUTION_SCALE = " << m_resolution_scale << ";\n";
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ss << "const ivec2 VRAM_SIZE = ivec2(" << VRAM_WIDTH << ", " << VRAM_HEIGHT << ") * RESOLUTION_SCALE;\n";
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ss << "const vec2 RCP_VRAM_SIZE = vec2(1.0, 1.0) / vec2(VRAM_SIZE);\n";
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ss << R"(
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@ -269,11 +269,11 @@ vec4 SampleFromVRAM(vec2 coord)
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#endif
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// fixup coords
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ivec2 vicoord = ivec2(v_texpage.x + index_coord.x,
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fixYCoord(v_texpage.y + index_coord.y));
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ivec2 vicoord = ivec2((v_texpage.x + index_coord.x) * RESOLUTION_SCALE,
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fixYCoord((v_texpage.y + index_coord.y) * RESOLUTION_SCALE));
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// load colour/palette
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vec4 color = texelFetch(samp0, vicoord & VRAM_COORD_MASK, 0);
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vec4 color = texelFetch(samp0, vicoord, 0);
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// apply palette
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#if PALETTE
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@ -286,8 +286,9 @@ vec4 SampleFromVRAM(vec2 coord)
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uint vram_value = RGBA8ToRGBA5551(color);
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int palette_index = int((vram_value >> (subpixel * 8)) & 0xFFu);
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#endif
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ivec2 palette_icoord = ivec2(v_texpage.z + palette_index, fixYCoord(v_texpage.w));
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color = texelFetch(samp0, palette_icoord & VRAM_COORD_MASK, 0);
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ivec2 palette_icoord = ivec2((v_texpage.z + palette_index) * RESOLUTION_SCALE,
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fixYCoord(v_texpage.w * RESOLUTION_SCALE));
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color = texelFetch(samp0, palette_icoord, 0);
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#endif
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return color;
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@ -2,6 +2,7 @@
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#include "gpu.h"
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#include <sstream>
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#include <string>
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#include <tuple>
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#include <vector>
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class GPU_HW : public GPU
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@ -75,11 +76,18 @@ protected:
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void CalcScissorRect(int* left, int* top, int* right, int* bottom);
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std::tuple<s32, s32> ScaleVRAMCoordinates(s32 x, s32 y) const
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{
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return std::make_tuple(x * s32(m_resolution_scale), y * s32(m_resolution_scale));
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}
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std::string GenerateVertexShader(bool textured);
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std::string GenerateFragmentShader(bool textured, bool blending, bool transparent, TextureColorMode texture_color_mode);
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std::string GenerateFragmentShader(bool textured, bool blending, bool transparent,
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TextureColorMode texture_color_mode);
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std::string GenerateScreenQuadVertexShader();
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std::string GenerateFillFragmentShader();
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u32 m_resolution_scale = 1;
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HWRenderBatch m_batch = {};
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private:
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@ -1,6 +1,7 @@
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#include "gpu_hw_opengl.h"
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#include "YBaseLib/Assert.h"
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#include "YBaseLib/Log.h"
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#include "YBaseLib/String.h"
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#include "host_interface.h"
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#include "imgui.h"
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#include "system.h"
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@ -75,6 +76,24 @@ void GPU_HW_OpenGL::RenderUI()
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ImGui::Columns(1);
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ImGui::Checkbox("Show VRAM##gpu_gl_show_vram", &m_show_vram);
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static constexpr std::array<const char*, 16> internal_resolution_items = {
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{"1x Internal Resolution", "2x Internal Resolution", "3x Internal Resolution", "4x Internal Resolution",
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"5x Internal Resolution", "6x Internal Resolution", "7x Internal Resolution", "8x Internal Resolution",
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"9x Internal Resolution", "10x Internal Resolution", "11x Internal Resolution", "12x Internal Resolution",
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"13x Internal Resolution", "14x Internal Resolution", "15x Internal Resolution", "16x Internal Resolution"}};
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int internal_resolution_item =
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std::clamp(static_cast<int>(m_resolution_scale) - 1, 0, static_cast<int>(internal_resolution_items.size()));
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if (ImGui::Combo("##gpu_internal_resolution", &internal_resolution_item, internal_resolution_items.data(),
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static_cast<int>(internal_resolution_items.size())))
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{
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m_resolution_scale = static_cast<u32>(internal_resolution_item + 1);
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m_system->GetHostInterface()->AddOSDMessage(
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TinyString::FromFormat("Internal resolution changed to %ux, recompiling programs", m_resolution_scale));
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CreateFramebuffer();
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CompilePrograms();
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}
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}
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ImGui::End();
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@ -92,27 +111,67 @@ std::tuple<s32, s32> GPU_HW_OpenGL::ConvertToFramebufferCoordinates(s32 x, s32 y
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void GPU_HW_OpenGL::CreateFramebuffer()
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{
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m_framebuffer_texture =
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std::make_unique<GL::Texture>(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
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// save old vram texture/fbo, in case we're changing scale
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auto old_vram_texture = std::move(m_vram_texture);
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const GLuint old_vram_fbo = m_vram_fbo;
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m_vram_fbo = 0;
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DestroyFramebuffer();
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glGenFramebuffers(1, &m_framebuffer_fbo_id);
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_framebuffer_texture->GetGLId(), 0);
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// scale vram size to internal resolution
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const u32 texture_width = VRAM_WIDTH * m_resolution_scale;
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const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
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m_vram_texture =
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std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
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glGenFramebuffers(1, &m_vram_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, m_vram_fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_vram_texture->GetGLId(), 0);
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Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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// do we need to restore the framebuffer after a size change?
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if (old_vram_texture)
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{
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const bool linear_filter = old_vram_texture->GetWidth() > m_vram_texture->GetWidth();
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Log_DevPrintf("Scaling %ux%u VRAM texture to %ux%u using %s filter", old_vram_texture->GetWidth(),
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old_vram_texture->GetHeight(), m_vram_texture->GetWidth(), m_vram_texture->GetHeight(),
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linear_filter ? "linear" : "nearest");
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glDisable(GL_SCISSOR_TEST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, old_vram_fbo);
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glBlitFramebuffer(0, 0, old_vram_texture->GetWidth(), old_vram_texture->GetHeight(), 0, 0,
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m_vram_texture->GetWidth(), m_vram_texture->GetHeight(), GL_COLOR_BUFFER_BIT,
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linear_filter ? GL_LINEAR : GL_NEAREST);
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glDeleteFramebuffers(1, &old_vram_fbo);
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old_vram_texture.reset();
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}
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m_vram_read_texture =
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std::make_unique<GL::Texture>(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
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glGenFramebuffers(1, &m_vram_read_fbo_id);
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glBindFramebuffer(GL_FRAMEBUFFER, m_vram_read_fbo_id);
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std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
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glGenFramebuffers(1, &m_vram_read_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, m_vram_read_fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_vram_read_texture->GetGLId(), 0);
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Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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m_display_texture = std::make_unique<GL::Texture>(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
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if (m_resolution_scale > 1)
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{
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m_vram_downsample_texture =
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std::make_unique<GL::Texture>(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
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m_vram_downsample_texture->Bind();
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glGenFramebuffers(1, &m_vram_downsample_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, m_vram_downsample_fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_vram_downsample_texture->GetGLId(),
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0);
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Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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}
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m_display_texture =
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std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
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m_display_texture->Bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glGenFramebuffers(1, &m_display_fbo_id);
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glBindFramebuffer(GL_FRAMEBUFFER, m_display_fbo_id);
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glGenFramebuffers(1, &m_display_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, m_display_fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_display_texture->GetGLId(), 0);
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Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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}
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@ -120,7 +179,7 @@ void GPU_HW_OpenGL::CreateFramebuffer()
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void GPU_HW_OpenGL::ClearFramebuffer()
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{
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// TODO: get rid of the FBO switches
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
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glBindFramebuffer(GL_FRAMEBUFFER, m_vram_fbo);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@ -128,13 +187,24 @@ void GPU_HW_OpenGL::ClearFramebuffer()
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void GPU_HW_OpenGL::DestroyFramebuffer()
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{
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glDeleteFramebuffers(1, &m_vram_read_fbo_id);
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m_vram_read_fbo_id = 0;
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glDeleteFramebuffers(1, &m_vram_read_fbo);
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m_vram_read_fbo = 0;
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m_vram_read_texture.reset();
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glDeleteFramebuffers(1, &m_framebuffer_fbo_id);
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m_framebuffer_fbo_id = 0;
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m_framebuffer_texture.reset();
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glDeleteFramebuffers(1, &m_vram_fbo);
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m_vram_fbo = 0;
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m_vram_texture.reset();
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if (m_vram_downsample_texture)
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{
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glDeleteFramebuffers(1, &m_vram_downsample_fbo);
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m_vram_downsample_fbo = 0;
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m_vram_downsample_texture.reset();
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}
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glDeleteFramebuffers(1, &m_display_fbo);
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m_display_fbo = 0;
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m_display_texture.reset();
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}
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void GPU_HW_OpenGL::CreateVertexBuffer()
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@ -246,7 +316,7 @@ void GPU_HW_OpenGL::SetProgram()
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void GPU_HW_OpenGL::SetViewport()
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{
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glViewport(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
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}
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void GPU_HW_OpenGL::SetScissor()
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@ -257,7 +327,7 @@ void GPU_HW_OpenGL::SetScissor()
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const int width = right - left;
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const int height = bottom - top;
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const int x = left;
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const int y = VRAM_HEIGHT - bottom;
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const int y = m_vram_texture->GetHeight() - bottom;
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Log_DebugPrintf("SetScissor: (%d-%d, %d-%d)", x, x + width, y, y + height);
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glScissor(x, y, width, height);
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@ -283,24 +353,27 @@ void GPU_HW_OpenGL::UpdateDisplay()
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{
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GPU_HW::UpdateDisplay();
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const u32 texture_width = m_vram_texture->GetWidth();
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const u32 texture_height = m_vram_texture->GetHeight();
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// TODO: 24-bit support.
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if (m_show_vram)
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{
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m_system->GetHostInterface()->SetDisplayTexture(m_framebuffer_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT, 1.0f);
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m_system->GetHostInterface()->SetDisplayTexture(m_vram_texture.get(), 0, 0, texture_width, texture_height, 1.0f);
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}
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else
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{
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const u32 display_width = m_crtc_state.horizontal_resolution;
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const u32 display_height = m_crtc_state.vertical_resolution;
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const u32 vram_offset_x = m_crtc_state.regs.X;
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const u32 vram_offset_y = m_crtc_state.regs.Y;
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const u32 display_width = m_crtc_state.horizontal_resolution * m_resolution_scale;
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const u32 display_height = m_crtc_state.vertical_resolution * m_resolution_scale;
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const u32 vram_offset_x = m_crtc_state.regs.X * m_resolution_scale;
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const u32 vram_offset_y = m_crtc_state.regs.Y * m_resolution_scale;
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const u32 copy_width =
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((vram_offset_x + display_width) > VRAM_WIDTH) ? (VRAM_WIDTH - vram_offset_x) : display_width;
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((vram_offset_x + display_width) > texture_width) ? (texture_width - vram_offset_x) : display_width;
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const u32 copy_height =
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((vram_offset_y + display_height) > VRAM_HEIGHT) ? (VRAM_HEIGHT - vram_offset_y) : display_height;
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glCopyImageSubData(m_framebuffer_texture->GetGLId(), GL_TEXTURE_2D, 0, vram_offset_x,
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VRAM_HEIGHT - vram_offset_y - copy_height, 0, m_display_texture->GetGLId(), GL_TEXTURE_2D, 0, 0,
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0, 0, copy_width, copy_height, 1);
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((vram_offset_y + display_height) > texture_height) ? (texture_height - vram_offset_y) : display_height;
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glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, vram_offset_x,
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texture_height - vram_offset_y - copy_height, 0, m_display_texture->GetGLId(), GL_TEXTURE_2D, 0,
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0, 0, 0, copy_width, copy_height, 1);
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m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, copy_width, copy_height,
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DISPLAY_ASPECT_RATIO);
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@ -311,8 +384,30 @@ void GPU_HW_OpenGL::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer)
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{
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// we need to convert RGBA8 -> RGBA5551
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std::vector<u32> temp_buffer(width * height);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_framebuffer_fbo_id);
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glReadPixels(x, VRAM_HEIGHT - y - height, width, height, GL_RGBA, GL_UNSIGNED_BYTE, temp_buffer.data());
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// downscaling to 1xIR.
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if (m_resolution_scale > 1)
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{
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const u32 texture_width = m_vram_texture->GetWidth();
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const u32 texture_height = m_vram_texture->GetHeight();
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const u32 scaled_x = x * m_resolution_scale;
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const u32 scaled_y = y * m_resolution_scale;
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const u32 scaled_width = width * m_resolution_scale;
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const u32 scaled_height = height * m_resolution_scale;
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glDisable(GL_SCISSOR_TEST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_downsample_fbo);
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glBlitFramebuffer(scaled_x, texture_height - scaled_y - height, scaled_x + scaled_width, scaled_y + scaled_height,
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0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_downsample_fbo);
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glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, temp_buffer.data());
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}
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else
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_fbo);
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glReadPixels(x, VRAM_HEIGHT - y - height, width, height, GL_RGBA, GL_UNSIGNED_BYTE, temp_buffer.data());
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}
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// reverse copy because of lower-left origin
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const u32 source_stride = width * sizeof(u32);
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@ -342,10 +437,16 @@ void GPU_HW_OpenGL::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer)
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void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
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// scale coordiantes
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x *= m_resolution_scale;
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y *= m_resolution_scale;
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width *= m_resolution_scale;
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height *= m_resolution_scale;
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glBindFramebuffer(GL_FRAMEBUFFER, m_vram_fbo);
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glEnable(GL_SCISSOR_TEST);
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glScissor(x, VRAM_HEIGHT - y - height, width, height);
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glScissor(x, m_vram_texture->GetHeight() - y - height, width, height);
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const auto [r, g, b, a] = RGBA8ToFloat(RGBA5551ToRGBA8888(color));
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glClearColor(r, g, b, a);
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@ -379,24 +480,50 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
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source_ptr -= source_stride;
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}
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m_framebuffer_texture->Bind();
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// have to write to the 1x texture first
|
||||
if (m_resolution_scale > 1)
|
||||
m_vram_downsample_texture->Bind();
|
||||
else
|
||||
m_vram_texture->Bind();
|
||||
|
||||
// lower-left origin flip happens here
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, x, VRAM_HEIGHT - y - height, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
rgba_data.data());
|
||||
const u32 flipped_y = VRAM_HEIGHT - y - height;
|
||||
|
||||
// update texture data
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, rgba_data.data());
|
||||
InvalidateVRAMReadCache();
|
||||
|
||||
if (m_resolution_scale > 1)
|
||||
{
|
||||
// scale to internal resolution
|
||||
const u32 scaled_width = width * m_resolution_scale;
|
||||
const u32 scaled_height = height * m_resolution_scale;
|
||||
const u32 scaled_x = x * m_resolution_scale;
|
||||
const u32 scaled_y = y * m_resolution_scale;
|
||||
const u32 scaled_flipped_y = m_vram_texture->GetHeight() - scaled_y - scaled_height;
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_downsample_fbo);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo);
|
||||
glBlitFramebuffer(x, flipped_y, x + width, flipped_y + height, scaled_x, scaled_flipped_y, scaled_x + scaled_width,
|
||||
scaled_flipped_y + scaled_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
}
|
||||
}
|
||||
|
||||
void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
|
||||
{
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
src_x *= m_resolution_scale;
|
||||
src_y *= m_resolution_scale;
|
||||
dst_x *= m_resolution_scale;
|
||||
dst_y *= m_resolution_scale;
|
||||
width *= m_resolution_scale;
|
||||
height *= m_resolution_scale;
|
||||
|
||||
// lower-left origin flip
|
||||
src_y = VRAM_HEIGHT - src_y - height;
|
||||
dst_y = VRAM_HEIGHT - dst_y - height;
|
||||
src_y = m_vram_texture->GetHeight() - src_y - height;
|
||||
dst_y = m_vram_texture->GetHeight() - dst_y - height;
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_vram_fbo);
|
||||
glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
|
||||
|
@ -409,8 +536,8 @@ void GPU_HW_OpenGL::UpdateVRAMReadTexture()
|
|||
m_vram_read_texture_dirty = false;
|
||||
|
||||
// TODO: Fallback blit path, and partial updates.
|
||||
glCopyImageSubData(m_framebuffer_texture->GetGLId(), GL_TEXTURE_2D, 0, 0, 0, 0, m_vram_read_texture->GetGLId(),
|
||||
GL_TEXTURE_2D, 0, 0, 0, 0, VRAM_WIDTH, VRAM_HEIGHT, 1);
|
||||
glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, 0, 0, 0, m_vram_read_texture->GetGLId(),
|
||||
GL_TEXTURE_2D, 0, 0, 0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight(), 1);
|
||||
}
|
||||
|
||||
void GPU_HW_OpenGL::FlushRender()
|
||||
|
@ -433,7 +560,7 @@ void GPU_HW_OpenGL::FlushRender()
|
|||
SetScissor();
|
||||
SetBlendState();
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_vram_fbo);
|
||||
glBindVertexArray(m_vao_id);
|
||||
|
||||
Assert((m_batch.vertices.size() * sizeof(HWVertex)) <= VERTEX_BUFFER_SIZE);
|
||||
|
|
|
@ -51,24 +51,27 @@ private:
|
|||
void SetScissor();
|
||||
void SetBlendState();
|
||||
|
||||
std::unique_ptr<GL::Texture> m_framebuffer_texture;
|
||||
GLuint m_framebuffer_fbo_id = 0;
|
||||
|
||||
// downsample texture - used for readbacks at >1xIR.
|
||||
std::unique_ptr<GL::Texture> m_vram_texture;
|
||||
std::unique_ptr<GL::Texture> m_vram_read_texture;
|
||||
GLuint m_vram_read_fbo_id = 0;
|
||||
bool m_vram_read_texture_dirty = true;
|
||||
|
||||
std::unique_ptr<GL::Texture> m_vram_downsample_texture;
|
||||
std::unique_ptr<GL::Texture> m_display_texture;
|
||||
GLuint m_display_fbo_id = 0;
|
||||
|
||||
GLuint m_vram_fbo = 0;
|
||||
GLuint m_vram_read_fbo = 0;
|
||||
GLuint m_vram_downsample_fbo = 0;
|
||||
GLuint m_display_fbo = 0;
|
||||
|
||||
GLuint m_vertex_buffer = 0;
|
||||
GLuint m_vao_id = 0;
|
||||
GLuint m_attributeless_vao_id = 0;
|
||||
|
||||
bool m_vram_read_texture_dirty = true;
|
||||
|
||||
std::array<std::array<std::array<std::array<GL::Program, 3>, 2>, 2>, 2> m_render_programs;
|
||||
std::array<GL::Program, 3> m_texture_page_programs;
|
||||
|
||||
GLStats m_stats = {};
|
||||
GLStats m_last_stats = {};
|
||||
bool m_show_vram = false;
|
||||
bool m_show_vram = true;
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue