melonDS/src/GPU_OpenGL.cpp

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/*
2024-06-15 15:01:19 +00:00
Copyright 2016-2024 melonDS team
This file is part of melonDS.
melonDS is free software: you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free
Software Foundation, either version 3 of the License, or (at your option)
any later version.
melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with melonDS. If not, see http://www.gnu.org/licenses/.
*/
Allow for a more modular renderer backends (#990) * Draft GPU3D renderer modularization * Update sources C++ standard to C++17 The top-level `CMakeLists.txt` is already using the C++17 standard. * Move GLCompositor into class type Some other misc fixes to push towards better modularity * Make renderer-implementation types move-only These types are going to be holding onto handles of GPU-side resources and shouldn't ever be copied around. * Fix OSX: Remove 'register' storage class specifier `register` has been removed in C++17... But this keyword hasn't done anything in years anyways. OSX builds consider this "warning" an error and it stops the whole build. * Add RestartFrame to Renderer3D interface * Move Accelerated property to Renderer3D interface There are points in the code base where we do: `renderer != 0` to know if we are feeding an openGL renderer. Rather than that we can instead just have this be a property of the renderer itself. With this pattern a renderer can just say how it wants its data to come in rather than have everyone know that they're talking to an OpenGL renderer. * Remove Accelerated flag from GPU * Move 2D_Soft interface in separate header Also make the current 2D engine an "owned" unique_ptr. * Update alignment attribute to standard alignas Uses standardized `alignas` rather than compiler-specific attributes. https://en.cppreference.com/w/cpp/language/alignas * Fix Clang: alignas specifier Alignment must be specified before the array to align the entire array. https://en.cppreference.com/w/cpp/language/alignas * Converted Renderer3D Accelerated to variable This flag is checked a lot during scanline rasterization. So rather than having an expensive vtable-lookup call during mainline rendering code, it is now a public constant bool type that is written to only once during Renderer3D initialization.
2021-02-09 22:38:51 +00:00
#include "GPU_OpenGL.h"
#include <assert.h>
Allow for a more modular renderer backends (#990) * Draft GPU3D renderer modularization * Update sources C++ standard to C++17 The top-level `CMakeLists.txt` is already using the C++17 standard. * Move GLCompositor into class type Some other misc fixes to push towards better modularity * Make renderer-implementation types move-only These types are going to be holding onto handles of GPU-side resources and shouldn't ever be copied around. * Fix OSX: Remove 'register' storage class specifier `register` has been removed in C++17... But this keyword hasn't done anything in years anyways. OSX builds consider this "warning" an error and it stops the whole build. * Add RestartFrame to Renderer3D interface * Move Accelerated property to Renderer3D interface There are points in the code base where we do: `renderer != 0` to know if we are feeding an openGL renderer. Rather than that we can instead just have this be a property of the renderer itself. With this pattern a renderer can just say how it wants its data to come in rather than have everyone know that they're talking to an OpenGL renderer. * Remove Accelerated flag from GPU * Move 2D_Soft interface in separate header Also make the current 2D engine an "owned" unique_ptr. * Update alignment attribute to standard alignas Uses standardized `alignas` rather than compiler-specific attributes. https://en.cppreference.com/w/cpp/language/alignas * Fix Clang: alignas specifier Alignment must be specified before the array to align the entire array. https://en.cppreference.com/w/cpp/language/alignas * Converted Renderer3D Accelerated to variable This flag is checked a lot during scanline rasterization. So rather than having an expensive vtable-lookup call during mainline rendering code, it is now a public constant bool type that is written to only once during Renderer3D initialization.
2021-02-09 22:38:51 +00:00
#include <cstdio>
#include <cstring>
#include "NDS.h"
#include "GPU.h"
No more context mess (#1531) * WIP: use Duckstation's context code to directly render into QT Widget from separate thread without two OpenGL contexts currently only works on Windows * reenable gay OSD * add back vsync * make it atleast a little more thread safe * linux support * don't segfault on closing * reorganise and cleanup build system it's still not good, but better than before * macos? * try to get it working on Ubuntu CI also update instructions * let's try this * ok how about this * try creating an OGL 4.3 context first (https://i.kym-cdn.com/photos/images/original/001/264/842/220.png) * fix Ubuntu * hm * try again for Windows * let's try this * make the OpenGL renderer work again that was stupid * do OGL surface resizing from the mainthread * Fix small mistake in GL context creation on macOS causing version 3.2 to be considered invalid * C stupidness * cleanup * don't let the emuthread deinit OGL if there's no OGL * reset lastScreenWidth/Height when deiniting OpenGL * disable stencil test while drawing framebuffers * macOS: Link Cocoa framework explicitly when not building with Qt6 Seems to be needed for the classes used by DuckStation's GL context code. * Set ScreenPanelGL's minimum size immediately Fixes GL context creation for OpenGL display on macOS using the wrong size as the underlying window was not resized to the correct size by Qt yet. * don't emit window updates when OGL display is used * stuff Arisotura said Co-authored-by: Nadia Holmquist Pedersen <nadia@nhp.sh>
2022-10-17 20:55:11 +00:00
#include "GPU3D_OpenGL.h"
#include "OpenGLSupport.h"
#include "GPU_OpenGL_shaders.h"
namespace melonDS
{
using namespace OpenGL;
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
std::optional<GLCompositor> GLCompositor::New() noexcept
{
assert(glBindAttribLocation != nullptr);
Compute shader renderer (#2041) * nothing works yet * don't double buffer 3D framebuffers for the GL Renderer looks like leftovers from when 3D+2D composition was done in the frontend * oops * it works! * implement display capture for compute renderer it's actually just all stolen from the regular OpenGL renderer * fix bad indirect call * handle cleanup properly * add hires rendering to the compute shader renderer * fix UB also misc changes to use more unsigned multiplication also fix framebuffer resize * correct edge filling behaviour when AA is disabled * fix full color textures * fix edge marking (polygon id is 6-bit not 5) also make the code a bit nicer * take all edge cases into account for XMin/XMax calculation * use hires coordinate again * stop using fixed size buffers based on scale factor in shaders this makes shader compile times tolerable on Wintel - beginning of the shader cache - increase size of tile idx in workdesc to 20 bits * apparently & is not defined on bvec4 why does this even compile on Intel and Nvidia? * put the texture cache into it's own file * add compute shader renderer properly to the GUI also add option to toggle using high resolution vertex coordinates * unbind sampler object in compute shader renderer * fix GetRangedBitMask for 64 bit aligned 64 bits pretty embarassing * convert NonStupidBitfield.h back to LF only new lines * actually adapt to latest changes * fix stupid merge * actually make compute shader renderer work with newest changes * show progress on shader compilation * remove merge leftover
2024-05-13 15:17:39 +00:00
GLuint CompShader {};
Compute shader renderer (#2041) * nothing works yet * don't double buffer 3D framebuffers for the GL Renderer looks like leftovers from when 3D+2D composition was done in the frontend * oops * it works! * implement display capture for compute renderer it's actually just all stolen from the regular OpenGL renderer * fix bad indirect call * handle cleanup properly * add hires rendering to the compute shader renderer * fix UB also misc changes to use more unsigned multiplication also fix framebuffer resize * correct edge filling behaviour when AA is disabled * fix full color textures * fix edge marking (polygon id is 6-bit not 5) also make the code a bit nicer * take all edge cases into account for XMin/XMax calculation * use hires coordinate again * stop using fixed size buffers based on scale factor in shaders this makes shader compile times tolerable on Wintel - beginning of the shader cache - increase size of tile idx in workdesc to 20 bits * apparently & is not defined on bvec4 why does this even compile on Intel and Nvidia? * put the texture cache into it's own file * add compute shader renderer properly to the GUI also add option to toggle using high resolution vertex coordinates * unbind sampler object in compute shader renderer * fix GetRangedBitMask for 64 bit aligned 64 bits pretty embarassing * convert NonStupidBitfield.h back to LF only new lines * actually adapt to latest changes * fix stupid merge * actually make compute shader renderer work with newest changes * show progress on shader compilation * remove merge leftover
2024-05-13 15:17:39 +00:00
if (!OpenGL::CompileVertexFragmentProgram(CompShader,
kCompositorVS, kCompositorFS_Nearest,
"CompositorShader",
{{"vPosition", 0}, {"vTexcoord", 1}},
{{"oColor", 0}}))
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
return std::nullopt;
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
return { GLCompositor(CompShader) };
}
Compute shader renderer (#2041) * nothing works yet * don't double buffer 3D framebuffers for the GL Renderer looks like leftovers from when 3D+2D composition was done in the frontend * oops * it works! * implement display capture for compute renderer it's actually just all stolen from the regular OpenGL renderer * fix bad indirect call * handle cleanup properly * add hires rendering to the compute shader renderer * fix UB also misc changes to use more unsigned multiplication also fix framebuffer resize * correct edge filling behaviour when AA is disabled * fix full color textures * fix edge marking (polygon id is 6-bit not 5) also make the code a bit nicer * take all edge cases into account for XMin/XMax calculation * use hires coordinate again * stop using fixed size buffers based on scale factor in shaders this makes shader compile times tolerable on Wintel - beginning of the shader cache - increase size of tile idx in workdesc to 20 bits * apparently & is not defined on bvec4 why does this even compile on Intel and Nvidia? * put the texture cache into it's own file * add compute shader renderer properly to the GUI also add option to toggle using high resolution vertex coordinates * unbind sampler object in compute shader renderer * fix GetRangedBitMask for 64 bit aligned 64 bits pretty embarassing * convert NonStupidBitfield.h back to LF only new lines * actually adapt to latest changes * fix stupid merge * actually make compute shader renderer work with newest changes * show progress on shader compilation * remove merge leftover
2024-05-13 15:17:39 +00:00
GLCompositor::GLCompositor(GLuint compShader) noexcept : CompShader(compShader)
{
Compute shader renderer (#2041) * nothing works yet * don't double buffer 3D framebuffers for the GL Renderer looks like leftovers from when 3D+2D composition was done in the frontend * oops * it works! * implement display capture for compute renderer it's actually just all stolen from the regular OpenGL renderer * fix bad indirect call * handle cleanup properly * add hires rendering to the compute shader renderer * fix UB also misc changes to use more unsigned multiplication also fix framebuffer resize * correct edge filling behaviour when AA is disabled * fix full color textures * fix edge marking (polygon id is 6-bit not 5) also make the code a bit nicer * take all edge cases into account for XMin/XMax calculation * use hires coordinate again * stop using fixed size buffers based on scale factor in shaders this makes shader compile times tolerable on Wintel - beginning of the shader cache - increase size of tile idx in workdesc to 20 bits * apparently & is not defined on bvec4 why does this even compile on Intel and Nvidia? * put the texture cache into it's own file * add compute shader renderer properly to the GUI also add option to toggle using high resolution vertex coordinates * unbind sampler object in compute shader renderer * fix GetRangedBitMask for 64 bit aligned 64 bits pretty embarassing * convert NonStupidBitfield.h back to LF only new lines * actually adapt to latest changes * fix stupid merge * actually make compute shader renderer work with newest changes * show progress on shader compilation * remove merge leftover
2024-05-13 15:17:39 +00:00
CompScaleLoc = glGetUniformLocation(CompShader, "u3DScale");
Compute shader renderer (#2041) * nothing works yet * don't double buffer 3D framebuffers for the GL Renderer looks like leftovers from when 3D+2D composition was done in the frontend * oops * it works! * implement display capture for compute renderer it's actually just all stolen from the regular OpenGL renderer * fix bad indirect call * handle cleanup properly * add hires rendering to the compute shader renderer * fix UB also misc changes to use more unsigned multiplication also fix framebuffer resize * correct edge filling behaviour when AA is disabled * fix full color textures * fix edge marking (polygon id is 6-bit not 5) also make the code a bit nicer * take all edge cases into account for XMin/XMax calculation * use hires coordinate again * stop using fixed size buffers based on scale factor in shaders this makes shader compile times tolerable on Wintel - beginning of the shader cache - increase size of tile idx in workdesc to 20 bits * apparently & is not defined on bvec4 why does this even compile on Intel and Nvidia? * put the texture cache into it's own file * add compute shader renderer properly to the GUI also add option to toggle using high resolution vertex coordinates * unbind sampler object in compute shader renderer * fix GetRangedBitMask for 64 bit aligned 64 bits pretty embarassing * convert NonStupidBitfield.h back to LF only new lines * actually adapt to latest changes * fix stupid merge * actually make compute shader renderer work with newest changes * show progress on shader compilation * remove merge leftover
2024-05-13 15:17:39 +00:00
glUseProgram(CompShader);
GLuint screenTextureUniform = glGetUniformLocation(CompShader, "ScreenTex");
glUniform1i(screenTextureUniform, 0);
Compute shader renderer (#2041) * nothing works yet * don't double buffer 3D framebuffers for the GL Renderer looks like leftovers from when 3D+2D composition was done in the frontend * oops * it works! * implement display capture for compute renderer it's actually just all stolen from the regular OpenGL renderer * fix bad indirect call * handle cleanup properly * add hires rendering to the compute shader renderer * fix UB also misc changes to use more unsigned multiplication also fix framebuffer resize * correct edge filling behaviour when AA is disabled * fix full color textures * fix edge marking (polygon id is 6-bit not 5) also make the code a bit nicer * take all edge cases into account for XMin/XMax calculation * use hires coordinate again * stop using fixed size buffers based on scale factor in shaders this makes shader compile times tolerable on Wintel - beginning of the shader cache - increase size of tile idx in workdesc to 20 bits * apparently & is not defined on bvec4 why does this even compile on Intel and Nvidia? * put the texture cache into it's own file * add compute shader renderer properly to the GUI also add option to toggle using high resolution vertex coordinates * unbind sampler object in compute shader renderer * fix GetRangedBitMask for 64 bit aligned 64 bits pretty embarassing * convert NonStupidBitfield.h back to LF only new lines * actually adapt to latest changes * fix stupid merge * actually make compute shader renderer work with newest changes * show progress on shader compilation * remove merge leftover
2024-05-13 15:17:39 +00:00
GLuint _3dTextureUniform = glGetUniformLocation(CompShader, "_3DTex");
glUniform1i(_3dTextureUniform, 1);
// all this mess is to prevent bleeding
#define SETVERTEX(i, x, y, offset) \
CompVertices[i].Position[0] = x; \
CompVertices[i].Position[1] = y + offset; \
CompVertices[i].Texcoord[0] = (x + 1.f) * (256.f / 2.f); \
CompVertices[i].Texcoord[1] = (y + 1.f) * (384.f / 2.f)
const float padOffset = 1.f/(192*2.f+2.f)*2.f;
// top screen
SETVERTEX(0, -1, 1, 0);
SETVERTEX(1, 1, 0, padOffset);
SETVERTEX(2, 1, 1, 0);
SETVERTEX(3, -1, 1, 0);
SETVERTEX(4, -1, 0, padOffset);
SETVERTEX(5, 1, 0, padOffset);
// bottom screen
SETVERTEX(6, -1, 0, -padOffset);
SETVERTEX(7, 1, -1, 0);
SETVERTEX(8, 1, 0, -padOffset);
SETVERTEX(9, -1, 0, -padOffset);
SETVERTEX(10, -1, -1, 0);
SETVERTEX(11, 1, -1, 0);
#undef SETVERTEX
glGenBuffers(1, &CompVertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
glBufferData(GL_ARRAY_BUFFER, sizeof(CompVertices), &CompVertices[0], GL_STATIC_DRAW);
glGenVertexArrays(1, &CompVertexArrayID);
glBindVertexArray(CompVertexArrayID);
glEnableVertexAttribArray(0); // position
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(CompVertex), (void*)(offsetof(CompVertex, Position)));
glEnableVertexAttribArray(1); // texcoord
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(CompVertex), (void*)(offsetof(CompVertex, Texcoord)));
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
glGenFramebuffers(CompScreenOutputFB.size(), &CompScreenOutputFB[0]);
glGenTextures(1, &CompScreenInputTex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
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_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 256*3 + 1, 192*2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL);
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
glGenTextures(CompScreenOutputTex.size(), &CompScreenOutputTex[0]);
for (GLuint i : CompScreenOutputTex)
{
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
glBindTexture(GL_TEXTURE_2D, i);
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_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
2020-08-19 23:37:33 +00:00
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
GLCompositor::~GLCompositor()
{
assert(glDeleteFramebuffers != nullptr);
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
glDeleteFramebuffers(CompScreenOutputFB.size(), &CompScreenOutputFB[0]);
glDeleteTextures(1, &CompScreenInputTex);
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
glDeleteTextures(CompScreenOutputTex.size(), &CompScreenOutputTex[0]);
glDeleteVertexArrays(1, &CompVertexArrayID);
glDeleteBuffers(1, &CompVertexBufferID);
Compute shader renderer (#2041) * nothing works yet * don't double buffer 3D framebuffers for the GL Renderer looks like leftovers from when 3D+2D composition was done in the frontend * oops * it works! * implement display capture for compute renderer it's actually just all stolen from the regular OpenGL renderer * fix bad indirect call * handle cleanup properly * add hires rendering to the compute shader renderer * fix UB also misc changes to use more unsigned multiplication also fix framebuffer resize * correct edge filling behaviour when AA is disabled * fix full color textures * fix edge marking (polygon id is 6-bit not 5) also make the code a bit nicer * take all edge cases into account for XMin/XMax calculation * use hires coordinate again * stop using fixed size buffers based on scale factor in shaders this makes shader compile times tolerable on Wintel - beginning of the shader cache - increase size of tile idx in workdesc to 20 bits * apparently & is not defined on bvec4 why does this even compile on Intel and Nvidia? * put the texture cache into it's own file * add compute shader renderer properly to the GUI also add option to toggle using high resolution vertex coordinates * unbind sampler object in compute shader renderer * fix GetRangedBitMask for 64 bit aligned 64 bits pretty embarassing * convert NonStupidBitfield.h back to LF only new lines * actually adapt to latest changes * fix stupid merge * actually make compute shader renderer work with newest changes * show progress on shader compilation * remove merge leftover
2024-05-13 15:17:39 +00:00
glDeleteProgram(CompShader);
}
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
GLCompositor::GLCompositor(GLCompositor&& other) noexcept :
Scale(other.Scale),
ScreenH(other.ScreenH),
ScreenW(other.ScreenW),
CompScaleLoc(other.CompScaleLoc),
CompVertices(other.CompVertices),
CompShader(other.CompShader),
CompVertexBufferID(other.CompVertexBufferID),
CompVertexArrayID(other.CompVertexArrayID),
CompScreenInputTex(other.CompScreenInputTex),
CompScreenOutputTex(other.CompScreenOutputTex),
CompScreenOutputFB(other.CompScreenOutputFB)
{
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
other.CompScreenOutputFB = {};
other.CompScreenInputTex = {};
other.CompScreenOutputTex = {};
other.CompVertexArrayID = {};
other.CompVertexBufferID = {};
other.CompShader = {};
}
GLCompositor& GLCompositor::operator=(GLCompositor&& other) noexcept
{
if (this != &other)
{
Scale = other.Scale;
ScreenH = other.ScreenH;
ScreenW = other.ScreenW;
CompScaleLoc = other.CompScaleLoc;
CompVertices = other.CompVertices;
// Clean up these resources before overwriting them
Compute shader renderer (#2041) * nothing works yet * don't double buffer 3D framebuffers for the GL Renderer looks like leftovers from when 3D+2D composition was done in the frontend * oops * it works! * implement display capture for compute renderer it's actually just all stolen from the regular OpenGL renderer * fix bad indirect call * handle cleanup properly * add hires rendering to the compute shader renderer * fix UB also misc changes to use more unsigned multiplication also fix framebuffer resize * correct edge filling behaviour when AA is disabled * fix full color textures * fix edge marking (polygon id is 6-bit not 5) also make the code a bit nicer * take all edge cases into account for XMin/XMax calculation * use hires coordinate again * stop using fixed size buffers based on scale factor in shaders this makes shader compile times tolerable on Wintel - beginning of the shader cache - increase size of tile idx in workdesc to 20 bits * apparently & is not defined on bvec4 why does this even compile on Intel and Nvidia? * put the texture cache into it's own file * add compute shader renderer properly to the GUI also add option to toggle using high resolution vertex coordinates * unbind sampler object in compute shader renderer * fix GetRangedBitMask for 64 bit aligned 64 bits pretty embarassing * convert NonStupidBitfield.h back to LF only new lines * actually adapt to latest changes * fix stupid merge * actually make compute shader renderer work with newest changes * show progress on shader compilation * remove merge leftover
2024-05-13 15:17:39 +00:00
glDeleteProgram(CompShader);
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
CompShader = other.CompShader;
glDeleteBuffers(1, &CompVertexBufferID);
CompVertexBufferID = other.CompVertexBufferID;
glDeleteVertexArrays(1, &CompVertexArrayID);
CompVertexArrayID = other.CompVertexArrayID;
glDeleteTextures(1, &CompScreenInputTex);
CompScreenInputTex = other.CompScreenInputTex;
glDeleteTextures(CompScreenOutputTex.size(), &CompScreenOutputTex[0]);
CompScreenOutputTex = other.CompScreenOutputTex;
glDeleteFramebuffers(CompScreenOutputFB.size(), &CompScreenOutputFB[0]);
CompScreenOutputFB = other.CompScreenOutputFB;
other.CompScreenOutputFB = {};
other.CompScreenInputTex = {};
other.CompScreenOutputTex = {};
other.CompVertexArrayID = {};
other.CompVertexBufferID = {};
other.CompShader = {};
}
return *this;
}
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
void GLCompositor::SetScaleFactor(int scale) noexcept
{
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
if (scale == Scale)
return;
Scale = scale;
ScreenW = 256 * scale;
ScreenH = (384+2) * scale;
for (int i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
// fill the padding
2022-06-01 22:55:29 +00:00
u8* zeroPixels = (u8*) calloc(1, ScreenW*2*scale*4);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192*scale, ScreenW, 2*scale, GL_RGBA, GL_UNSIGNED_BYTE, zeroPixels);
GLenum fbassign[] = {GL_COLOR_ATTACHMENT0};
glBindFramebuffer(GL_FRAMEBUFFER, CompScreenOutputFB[i]);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, CompScreenOutputTex[i], 0);
glDrawBuffers(1, fbassign);
2022-06-01 22:55:29 +00:00
free(zeroPixels);
}
2020-08-19 23:37:33 +00:00
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
void GLCompositor::Stop(const GPU& gpu) noexcept
{
for (int i = 0; i < 2; i++)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[gpu.FrontBuffer]);
glClear(GL_COLOR_BUFFER_BIT);
}
2021-02-02 15:29:23 +00:00
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Compute shader renderer (#2041) * nothing works yet * don't double buffer 3D framebuffers for the GL Renderer looks like leftovers from when 3D+2D composition was done in the frontend * oops * it works! * implement display capture for compute renderer it's actually just all stolen from the regular OpenGL renderer * fix bad indirect call * handle cleanup properly * add hires rendering to the compute shader renderer * fix UB also misc changes to use more unsigned multiplication also fix framebuffer resize * correct edge filling behaviour when AA is disabled * fix full color textures * fix edge marking (polygon id is 6-bit not 5) also make the code a bit nicer * take all edge cases into account for XMin/XMax calculation * use hires coordinate again * stop using fixed size buffers based on scale factor in shaders this makes shader compile times tolerable on Wintel - beginning of the shader cache - increase size of tile idx in workdesc to 20 bits * apparently & is not defined on bvec4 why does this even compile on Intel and Nvidia? * put the texture cache into it's own file * add compute shader renderer properly to the GUI also add option to toggle using high resolution vertex coordinates * unbind sampler object in compute shader renderer * fix GetRangedBitMask for 64 bit aligned 64 bits pretty embarassing * convert NonStupidBitfield.h back to LF only new lines * actually adapt to latest changes * fix stupid merge * actually make compute shader renderer work with newest changes * show progress on shader compilation * remove merge leftover
2024-05-13 15:17:39 +00:00
void GLCompositor::RenderFrame(const GPU& gpu, Renderer3D& renderer) noexcept
{
Compute shader renderer (#2041) * nothing works yet * don't double buffer 3D framebuffers for the GL Renderer looks like leftovers from when 3D+2D composition was done in the frontend * oops * it works! * implement display capture for compute renderer it's actually just all stolen from the regular OpenGL renderer * fix bad indirect call * handle cleanup properly * add hires rendering to the compute shader renderer * fix UB also misc changes to use more unsigned multiplication also fix framebuffer resize * correct edge filling behaviour when AA is disabled * fix full color textures * fix edge marking (polygon id is 6-bit not 5) also make the code a bit nicer * take all edge cases into account for XMin/XMax calculation * use hires coordinate again * stop using fixed size buffers based on scale factor in shaders this makes shader compile times tolerable on Wintel - beginning of the shader cache - increase size of tile idx in workdesc to 20 bits * apparently & is not defined on bvec4 why does this even compile on Intel and Nvidia? * put the texture cache into it's own file * add compute shader renderer properly to the GUI also add option to toggle using high resolution vertex coordinates * unbind sampler object in compute shader renderer * fix GetRangedBitMask for 64 bit aligned 64 bits pretty embarassing * convert NonStupidBitfield.h back to LF only new lines * actually adapt to latest changes * fix stupid merge * actually make compute shader renderer work with newest changes * show progress on shader compilation * remove merge leftover
2024-05-13 15:17:39 +00:00
int backbuf = gpu.FrontBuffer ^ 1;
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
Compute shader renderer (#2041) * nothing works yet * don't double buffer 3D framebuffers for the GL Renderer looks like leftovers from when 3D+2D composition was done in the frontend * oops * it works! * implement display capture for compute renderer it's actually just all stolen from the regular OpenGL renderer * fix bad indirect call * handle cleanup properly * add hires rendering to the compute shader renderer * fix UB also misc changes to use more unsigned multiplication also fix framebuffer resize * correct edge filling behaviour when AA is disabled * fix full color textures * fix edge marking (polygon id is 6-bit not 5) also make the code a bit nicer * take all edge cases into account for XMin/XMax calculation * use hires coordinate again * stop using fixed size buffers based on scale factor in shaders this makes shader compile times tolerable on Wintel - beginning of the shader cache - increase size of tile idx in workdesc to 20 bits * apparently & is not defined on bvec4 why does this even compile on Intel and Nvidia? * put the texture cache into it's own file * add compute shader renderer properly to the GUI also add option to toggle using high resolution vertex coordinates * unbind sampler object in compute shader renderer * fix GetRangedBitMask for 64 bit aligned 64 bits pretty embarassing * convert NonStupidBitfield.h back to LF only new lines * actually adapt to latest changes * fix stupid merge * actually make compute shader renderer work with newest changes * show progress on shader compilation * remove merge leftover
2024-05-13 15:17:39 +00:00
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[backbuf]);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glViewport(0, 0, ScreenW, ScreenH);
glClear(GL_COLOR_BUFFER_BIT);
// TODO: select more shaders (filtering, etc)
Compute shader renderer (#2041) * nothing works yet * don't double buffer 3D framebuffers for the GL Renderer looks like leftovers from when 3D+2D composition was done in the frontend * oops * it works! * implement display capture for compute renderer it's actually just all stolen from the regular OpenGL renderer * fix bad indirect call * handle cleanup properly * add hires rendering to the compute shader renderer * fix UB also misc changes to use more unsigned multiplication also fix framebuffer resize * correct edge filling behaviour when AA is disabled * fix full color textures * fix edge marking (polygon id is 6-bit not 5) also make the code a bit nicer * take all edge cases into account for XMin/XMax calculation * use hires coordinate again * stop using fixed size buffers based on scale factor in shaders this makes shader compile times tolerable on Wintel - beginning of the shader cache - increase size of tile idx in workdesc to 20 bits * apparently & is not defined on bvec4 why does this even compile on Intel and Nvidia? * put the texture cache into it's own file * add compute shader renderer properly to the GUI also add option to toggle using high resolution vertex coordinates * unbind sampler object in compute shader renderer * fix GetRangedBitMask for 64 bit aligned 64 bits pretty embarassing * convert NonStupidBitfield.h back to LF only new lines * actually adapt to latest changes * fix stupid merge * actually make compute shader renderer work with newest changes * show progress on shader compilation * remove merge leftover
2024-05-13 15:17:39 +00:00
glUseProgram(CompShader);
glUniform1ui(CompScaleLoc, Scale);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
Compute shader renderer (#2041) * nothing works yet * don't double buffer 3D framebuffers for the GL Renderer looks like leftovers from when 3D+2D composition was done in the frontend * oops * it works! * implement display capture for compute renderer it's actually just all stolen from the regular OpenGL renderer * fix bad indirect call * handle cleanup properly * add hires rendering to the compute shader renderer * fix UB also misc changes to use more unsigned multiplication also fix framebuffer resize * correct edge filling behaviour when AA is disabled * fix full color textures * fix edge marking (polygon id is 6-bit not 5) also make the code a bit nicer * take all edge cases into account for XMin/XMax calculation * use hires coordinate again * stop using fixed size buffers based on scale factor in shaders this makes shader compile times tolerable on Wintel - beginning of the shader cache - increase size of tile idx in workdesc to 20 bits * apparently & is not defined on bvec4 why does this even compile on Intel and Nvidia? * put the texture cache into it's own file * add compute shader renderer properly to the GUI also add option to toggle using high resolution vertex coordinates * unbind sampler object in compute shader renderer * fix GetRangedBitMask for 64 bit aligned 64 bits pretty embarassing * convert NonStupidBitfield.h back to LF only new lines * actually adapt to latest changes * fix stupid merge * actually make compute shader renderer work with newest changes * show progress on shader compilation * remove merge leftover
2024-05-13 15:17:39 +00:00
if (gpu.Framebuffer[backbuf][0] && gpu.Framebuffer[backbuf][1])
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
Compute shader renderer (#2041) * nothing works yet * don't double buffer 3D framebuffers for the GL Renderer looks like leftovers from when 3D+2D composition was done in the frontend * oops * it works! * implement display capture for compute renderer it's actually just all stolen from the regular OpenGL renderer * fix bad indirect call * handle cleanup properly * add hires rendering to the compute shader renderer * fix UB also misc changes to use more unsigned multiplication also fix framebuffer resize * correct edge filling behaviour when AA is disabled * fix full color textures * fix edge marking (polygon id is 6-bit not 5) also make the code a bit nicer * take all edge cases into account for XMin/XMax calculation * use hires coordinate again * stop using fixed size buffers based on scale factor in shaders this makes shader compile times tolerable on Wintel - beginning of the shader cache - increase size of tile idx in workdesc to 20 bits * apparently & is not defined on bvec4 why does this even compile on Intel and Nvidia? * put the texture cache into it's own file * add compute shader renderer properly to the GUI also add option to toggle using high resolution vertex coordinates * unbind sampler object in compute shader renderer * fix GetRangedBitMask for 64 bit aligned 64 bits pretty embarassing * convert NonStupidBitfield.h back to LF only new lines * actually adapt to latest changes * fix stupid merge * actually make compute shader renderer work with newest changes * show progress on shader compilation * remove merge leftover
2024-05-13 15:17:39 +00:00
GL_UNSIGNED_BYTE, gpu.Framebuffer[backbuf][0].get());
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER,
Compute shader renderer (#2041) * nothing works yet * don't double buffer 3D framebuffers for the GL Renderer looks like leftovers from when 3D+2D composition was done in the frontend * oops * it works! * implement display capture for compute renderer it's actually just all stolen from the regular OpenGL renderer * fix bad indirect call * handle cleanup properly * add hires rendering to the compute shader renderer * fix UB also misc changes to use more unsigned multiplication also fix framebuffer resize * correct edge filling behaviour when AA is disabled * fix full color textures * fix edge marking (polygon id is 6-bit not 5) also make the code a bit nicer * take all edge cases into account for XMin/XMax calculation * use hires coordinate again * stop using fixed size buffers based on scale factor in shaders this makes shader compile times tolerable on Wintel - beginning of the shader cache - increase size of tile idx in workdesc to 20 bits * apparently & is not defined on bvec4 why does this even compile on Intel and Nvidia? * put the texture cache into it's own file * add compute shader renderer properly to the GUI also add option to toggle using high resolution vertex coordinates * unbind sampler object in compute shader renderer * fix GetRangedBitMask for 64 bit aligned 64 bits pretty embarassing * convert NonStupidBitfield.h back to LF only new lines * actually adapt to latest changes * fix stupid merge * actually make compute shader renderer work with newest changes * show progress on shader compilation * remove merge leftover
2024-05-13 15:17:39 +00:00
GL_UNSIGNED_BYTE, gpu.Framebuffer[backbuf][1].get());
}
glActiveTexture(GL_TEXTURE1);
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
renderer.SetupAccelFrame();
glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
glBindVertexArray(CompVertexArrayID);
glDrawArrays(GL_TRIANGLES, 0, 4*3);
}
Allow for a more modular renderer backends (#990) * Draft GPU3D renderer modularization * Update sources C++ standard to C++17 The top-level `CMakeLists.txt` is already using the C++17 standard. * Move GLCompositor into class type Some other misc fixes to push towards better modularity * Make renderer-implementation types move-only These types are going to be holding onto handles of GPU-side resources and shouldn't ever be copied around. * Fix OSX: Remove 'register' storage class specifier `register` has been removed in C++17... But this keyword hasn't done anything in years anyways. OSX builds consider this "warning" an error and it stops the whole build. * Add RestartFrame to Renderer3D interface * Move Accelerated property to Renderer3D interface There are points in the code base where we do: `renderer != 0` to know if we are feeding an openGL renderer. Rather than that we can instead just have this be a property of the renderer itself. With this pattern a renderer can just say how it wants its data to come in rather than have everyone know that they're talking to an OpenGL renderer. * Remove Accelerated flag from GPU * Move 2D_Soft interface in separate header Also make the current 2D engine an "owned" unique_ptr. * Update alignment attribute to standard alignas Uses standardized `alignas` rather than compiler-specific attributes. https://en.cppreference.com/w/cpp/language/alignas * Fix Clang: alignas specifier Alignment must be specified before the array to align the entire array. https://en.cppreference.com/w/cpp/language/alignas * Converted Renderer3D Accelerated to variable This flag is checked a lot during scanline rasterization. So rather than having an expensive vtable-lookup call during mainline rendering code, it is now a public constant bool type that is written to only once during Renderer3D initialization.
2021-02-09 22:38:51 +00:00
void GLCompositor::BindOutputTexture(int buf)
{
glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex[buf]);
}
}