melonDS/src/GPU_OpenGL.cpp

230 lines
7.5 KiB
C++

/*
Copyright 2016-2021 Arisotura
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/.
*/
#include "GPU_OpenGL.h"
#include <cstdio>
#include <cstring>
#include "NDS.h"
#include "GPU.h"
#include "OpenGLSupport.h"
#include "GPU_OpenGL_shaders.h"
namespace GPU
{
using namespace OpenGL;
bool GLCompositor::Init()
{
if (!OpenGL::BuildShaderProgram(kCompositorVS, kCompositorFS_Nearest, CompShader[0], "CompositorShader"))
//if (!OpenGL::BuildShaderProgram(kCompositorVS, kCompositorFS_Linear, CompShader[0], "CompositorShader"))
//if (!OpenGL::BuildShaderProgram(kCompositorVS_xBRZ, kCompositorFS_xBRZ, CompShader[0], "CompositorShader"))
return false;
for (int i = 0; i < 1; i++)
{
GLint uni_id;
glBindAttribLocation(CompShader[i][2], 0, "vPosition");
glBindAttribLocation(CompShader[i][2], 1, "vTexcoord");
glBindFragDataLocation(CompShader[i][2], 0, "oColor");
if (!OpenGL::LinkShaderProgram(CompShader[i]))
return false;
CompScaleLoc[i] = glGetUniformLocation(CompShader[i][2], "u3DScale");
Comp3DXPosLoc[i] = glGetUniformLocation(CompShader[i][2], "u3DXPos");
glUseProgram(CompShader[i][2]);
uni_id = glGetUniformLocation(CompShader[i][2], "ScreenTex");
glUniform1i(uni_id, 0);
uni_id = glGetUniformLocation(CompShader[i][2], "_3DTex");
glUniform1i(uni_id, 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);
glBufferData(GL_ARRAY_BUFFER, sizeof(CompVertices), CompVertices, 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)));
glGenFramebuffers(2, CompScreenOutputFB);
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);
glGenTextures(2, CompScreenOutputTex);
for (int i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex[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);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
void GLCompositor::DeInit()
{
glDeleteFramebuffers(2, CompScreenOutputFB);
glDeleteTextures(1, &CompScreenInputTex);
glDeleteTextures(2, CompScreenOutputTex);
glDeleteVertexArrays(1, &CompVertexArrayID);
glDeleteBuffers(1, &CompVertexBufferID);
for (int i = 0; i < 1; i++)
OpenGL::DeleteShaderProgram(CompShader[i]);
}
void GLCompositor::Reset()
{
}
void GLCompositor::SetRenderSettings(RenderSettings& settings)
{
int scale = settings.GL_ScaleFactor;
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
u8 zeroPixels[ScreenW*2*scale*4];
memset(zeroPixels, 0, sizeof(zeroPixels));
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);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void GLCompositor::Stop()
{
for (int i = 0; i < 2; i++)
{
int frontbuf = GPU::FrontBuffer;
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[frontbuf]);
glClear(GL_COLOR_BUFFER_BIT);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void GLCompositor::RenderFrame()
{
int frontbuf = GPU::FrontBuffer;
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[frontbuf]);
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)
OpenGL::UseShaderProgram(CompShader[0]);
glUniform1ui(CompScaleLoc[0], Scale);
// TODO: support setting this midframe, if ever needed
glUniform1i(Comp3DXPosLoc[0], ((int)GPU3D::RenderXPos << 23) >> 23);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
}
glActiveTexture(GL_TEXTURE1);
reinterpret_cast<GPU3D::GLRenderer*>(GPU3D::CurrentRenderer.get())->SetupAccelFrame();
glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
glBindVertexArray(CompVertexArrayID);
glDrawArrays(GL_TRIANGLES, 0, 4*3);
}
void GLCompositor::BindOutputTexture(int buf)
{
glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex[buf]);
}
}