Merge pull request #5823 from SachinVin/dyn
Android: Backport easy stuff
This commit is contained in:
commit
6183b5d76c
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@ -8,3 +8,21 @@
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/build
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/captures
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.externalNativeBuild
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# CXX compile cache
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app/.cxx
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# Google Services (e.g. APIs or Firebase)
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google-services.json
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# Freeline
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freeline.py
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freeline/
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freeline_project_description.json
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# fastlane
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fastlane/report.xml
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fastlane/Preview.html
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fastlane/screenshots
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fastlane/test_output
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fastlane/readme.md
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@ -345,7 +345,6 @@ void Source::GenerateFrame() {
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break;
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case InterpolationMode::Polyphase:
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// TODO(merry): Implement polyphase interpolation
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LOG_DEBUG(Audio_DSP, "Polyphase interpolation unimplemented; falling back to linear");
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AudioInterp::Linear(state.interp_state, state.current_buffer, state.rate_multiplier,
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current_frame, frame_position);
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break;
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@ -8,11 +8,7 @@
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#include <QString>
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#include <QVBoxLayout>
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#include "citra_qt/applets/mii_selector.h"
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#include "common/file_util.h"
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#include "common/string_util.h"
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#include "core/file_sys/archive_extsavedata.h"
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#include "core/file_sys/file_backend.h"
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#include "core/hle/service/ptm/ptm.h"
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QtMiiSelectorDialog::QtMiiSelectorDialog(QWidget* parent, QtMiiSelector* mii_selector_)
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: QDialog(parent), mii_selector(mii_selector_) {
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@ -33,37 +29,9 @@ QtMiiSelectorDialog::QtMiiSelectorDialog(QWidget* parent, QtMiiSelector* mii_sel
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miis.push_back(HLE::Applets::MiiSelector::GetStandardMiiResult().selected_mii_data);
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combobox->addItem(tr("Standard Mii"));
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std::string nand_directory{FileUtil::GetUserPath(FileUtil::UserPath::NANDDir)};
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FileSys::ArchiveFactory_ExtSaveData extdata_archive_factory(nand_directory, true);
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auto archive_result = extdata_archive_factory.Open(Service::PTM::ptm_shared_extdata_id, 0);
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if (archive_result.Succeeded()) {
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auto archive = std::move(archive_result).Unwrap();
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FileSys::Path file_path = "/CFL_DB.dat";
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FileSys::Mode mode{};
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mode.read_flag.Assign(1);
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auto file_result = archive->OpenFile(file_path, mode);
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if (file_result.Succeeded()) {
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auto file = std::move(file_result).Unwrap();
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u32 saved_miis_offset = 0x8;
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// The Mii Maker has a 100 Mii limit on the 3ds
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for (int i = 0; i < 100; ++i) {
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HLE::Applets::MiiData mii;
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std::array<u8, sizeof(mii)> mii_raw;
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file->Read(saved_miis_offset, sizeof(mii), mii_raw.data());
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std::memcpy(&mii, mii_raw.data(), sizeof(mii));
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if (mii.mii_id != 0) {
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std::string name = Common::UTF16BufferToUTF8(mii.mii_name);
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miis.push_back(mii);
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combobox->addItem(QString::fromStdString(name));
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}
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saved_miis_offset += sizeof(mii);
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}
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}
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for (const auto& mii : Frontend::LoadMiis()) {
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miis.push_back(mii);
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combobox->addItem(QString::fromStdString(Common::UTF16BufferToUTF8(mii.mii_name)));
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}
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if (combobox->count() > static_cast<int>(config.initially_selected_mii_index)) {
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@ -26,6 +26,10 @@
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namespace Log {
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Filter filter;
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void SetGlobalFilter(const Filter& f) {
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filter = f;
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}
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/**
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* Static state as a singleton.
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*/
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@ -58,14 +62,6 @@ public:
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backends.erase(it, backends.end());
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}
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const Filter& GetGlobalFilter() const {
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return filter;
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}
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void SetGlobalFilter(const Filter& f) {
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filter = f;
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}
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Backend* GetBackend(std::string_view backend_name) {
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const auto it =
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std::find_if(backends.begin(), backends.end(),
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@ -144,6 +140,10 @@ void ColorConsoleBackend::Write(const Entry& entry) {
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PrintColoredMessage(entry);
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}
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void LogcatBackend::Write(const Entry& entry) {
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PrintMessageToLogcat(entry);
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}
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FileBackend::FileBackend(const std::string& filename) : bytes_written(0) {
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if (FileUtil::Exists(filename + ".old.txt")) {
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FileUtil::Delete(filename + ".old.txt");
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@ -283,10 +283,6 @@ const char* GetLevelName(Level log_level) {
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return "Invalid";
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}
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void SetGlobalFilter(const Filter& filter) {
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Impl::Instance().SetGlobalFilter(filter);
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}
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void AddBackend(std::unique_ptr<Backend> backend) {
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Impl::Instance().AddBackend(std::move(backend));
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}
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@ -303,10 +299,6 @@ void FmtLogMessageImpl(Class log_class, Level log_level, const char* filename,
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unsigned int line_num, const char* function, const char* format,
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const fmt::format_args& args) {
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auto& instance = Impl::Instance();
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const auto& filter = instance.GetGlobalFilter();
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if (!filter.CheckMessage(log_class, log_level))
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return;
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instance.PushEntry(log_class, log_level, filename, line_num, function,
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fmt::vformat(format, args));
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}
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@ -14,8 +14,6 @@
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namespace Log {
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class Filter;
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/**
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* A log entry. Log entries are store in a structured format to permit more varied output
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* formatting on different frontends, as well as facilitating filtering and aggregation.
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@ -83,6 +81,21 @@ public:
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void Write(const Entry& entry) override;
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};
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/**
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* Backend that writes to the Android logcat
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*/
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class LogcatBackend : public Backend {
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public:
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static const char* Name() {
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return "logcat";
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}
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const char* GetName() const override {
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return Name();
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}
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void Write(const Entry& entry) override;
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};
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/**
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* Backend that writes to a file passed into the constructor
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*/
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@ -136,10 +149,4 @@ const char* GetLogClassName(Class log_class);
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*/
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const char* GetLevelName(Level log_level);
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/**
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* The global filter will prevent any messages from even being processed if they are filtered. Each
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* backend can have a filter, but if the level is lower than the global filter, the backend will
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* never get the message
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*/
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void SetGlobalFilter(const Filter& filter);
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} // namespace Log
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@ -9,43 +9,4 @@
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#include <string_view>
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#include "common/logging/log.h"
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namespace Log {
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/**
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* Implements a log message filter which allows different log classes to have different minimum
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* severity levels. The filter can be changed at runtime and can be parsed from a string to allow
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* editing via the interface or loading from a configuration file.
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*/
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class Filter {
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public:
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/// Initializes the filter with all classes having `default_level` as the minimum level.
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explicit Filter(Level default_level = Level::Info);
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/// Resets the filter so that all classes have `level` as the minimum displayed level.
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void ResetAll(Level level);
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/// Sets the minimum level of `log_class` (and not of its subclasses) to `level`.
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void SetClassLevel(Class log_class, Level level);
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/**
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* Parses a filter string and applies it to this filter.
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*
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* A filter string consists of a space-separated list of filter rules, each of the format
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* `<class>:<level>`. `<class>` is a log class name, with subclasses separated using periods.
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* `*` is allowed as a class name and will reset all filters to the specified level. `<level>`
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* a severity level name which will be set as the minimum logging level of the matched classes.
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* Rules are applied left to right, with each rule overriding previous ones in the sequence.
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*
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* A few examples of filter rules:
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* - `*:Info` -- Resets the level of all classes to Info.
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* - `Service:Info` -- Sets the level of Service to Info.
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* - `Service.FS:Trace` -- Sets the level of the Service.FS class to Trace.
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*/
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void ParseFilterString(std::string_view filter_view);
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/// Matches class/level combination against the filter, returning true if it passed.
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bool CheckMessage(Class log_class, Level level) const;
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private:
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std::array<Level, static_cast<std::size_t>(Class::Count)> class_levels;
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};
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} // namespace Log
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namespace Log {} // namespace Log
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@ -4,13 +4,14 @@
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#pragma once
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#include <array>
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#include <fmt/format.h>
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#include "common/common_types.h"
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namespace Log {
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// trims up to and including the last of ../, ..\, src/, src\ in a string
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constexpr const char* TrimSourcePath(std::string_view source) {
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inline const char* TrimSourcePath(std::string_view source) {
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const auto rfind = [source](const std::string_view match) {
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return source.rfind(match) == source.npos ? 0 : (source.rfind(match) + match.size());
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};
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@ -113,6 +114,47 @@ enum class Class : ClassType {
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Count ///< Total number of logging classes
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};
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/**
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* Implements a log message filter which allows different log classes to have different minimum
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* severity levels. The filter can be changed at runtime and can be parsed from a string to allow
|
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* editing via the interface or loading from a configuration file.
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*/
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class Filter {
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public:
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/// Initializes the filter with all classes having `default_level` as the minimum level.
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explicit Filter(Level default_level = Level::Info);
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/// Resets the filter so that all classes have `level` as the minimum displayed level.
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void ResetAll(Level level);
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/// Sets the minimum level of `log_class` (and not of its subclasses) to `level`.
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void SetClassLevel(Class log_class, Level level);
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/**
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* Parses a filter string and applies it to this filter.
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*
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* A filter string consists of a space-separated list of filter rules, each of the format
|
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* `<class>:<level>`. `<class>` is a log class name, with subclasses separated using periods.
|
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* `*` is allowed as a class name and will reset all filters to the specified level. `<level>`
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* a severity level name which will be set as the minimum logging level of the matched classes.
|
||||
* Rules are applied left to right, with each rule overriding previous ones in the sequence.
|
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*
|
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* A few examples of filter rules:
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* - `*:Info` -- Resets the level of all classes to Info.
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* - `Service:Info` -- Sets the level of Service to Info.
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* - `Service.FS:Trace` -- Sets the level of the Service.FS class to Trace.
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*/
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void ParseFilterString(std::string_view filter_view);
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|
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/// Matches class/level combination against the filter, returning true if it passed.
|
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bool CheckMessage(Class log_class, Level level) const;
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private:
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std::array<Level, static_cast<std::size_t>(Class::Count)> class_levels;
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};
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extern Filter filter;
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void SetGlobalFilter(const Filter& f);
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/// Logs a message to the global logger, using fmt
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void FmtLogMessageImpl(Class log_class, Level log_level, const char* filename,
|
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unsigned int line_num, const char* function, const char* format,
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|
@ -121,6 +163,9 @@ void FmtLogMessageImpl(Class log_class, Level log_level, const char* filename,
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template <typename... Args>
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void FmtLogMessage(Class log_class, Level log_level, const char* filename, unsigned int line_num,
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const char* function, const char* format, const Args&... args) {
|
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if (!filter.CheckMessage(log_class, log_level))
|
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return;
|
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|
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FmtLogMessageImpl(log_class, log_level, filename, line_num, function, format,
|
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fmt::make_format_args(args...));
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}
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|
|
|
@ -34,13 +34,7 @@ std::string FormatLogMessage(const Entry& entry) {
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void PrintMessage(const Entry& entry) {
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const auto str = FormatLogMessage(entry).append(1, '\n');
|
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#ifdef ANDROID
|
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// Android's log level enum are offset by '2'
|
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const int android_log_level = static_cast<int>(entry.log_level) + 2;
|
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__android_log_print(android_log_level, "CitraNative", "%s", str.c_str());
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#else
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fputs(str.c_str(), stderr);
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#endif
|
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}
|
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|
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void PrintColoredMessage(const Entry& entry) {
|
||||
|
@ -78,7 +72,7 @@ void PrintColoredMessage(const Entry& entry) {
|
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}
|
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|
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SetConsoleTextAttribute(console_handle, color);
|
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#elif !defined(ANDROID)
|
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#else
|
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#define ESC "\x1b"
|
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const char* color = "";
|
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switch (entry.log_level) {
|
||||
|
@ -111,9 +105,40 @@ void PrintColoredMessage(const Entry& entry) {
|
|||
|
||||
#ifdef _WIN32
|
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SetConsoleTextAttribute(console_handle, original_info.wAttributes);
|
||||
#elif !defined(ANDROID)
|
||||
#else
|
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fputs(ESC "[0m", stderr);
|
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#undef ESC
|
||||
#endif
|
||||
}
|
||||
|
||||
void PrintMessageToLogcat(const Entry& entry) {
|
||||
#ifdef ANDROID
|
||||
const auto str = FormatLogMessage(entry);
|
||||
|
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android_LogPriority android_log_priority;
|
||||
switch (entry.log_level) {
|
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case Level::Trace:
|
||||
android_log_priority = ANDROID_LOG_VERBOSE;
|
||||
break;
|
||||
case Level::Debug:
|
||||
android_log_priority = ANDROID_LOG_DEBUG;
|
||||
break;
|
||||
case Level::Info:
|
||||
android_log_priority = ANDROID_LOG_INFO;
|
||||
break;
|
||||
case Level::Warning:
|
||||
android_log_priority = ANDROID_LOG_WARN;
|
||||
break;
|
||||
case Level::Error:
|
||||
android_log_priority = ANDROID_LOG_ERROR;
|
||||
break;
|
||||
case Level::Critical:
|
||||
android_log_priority = ANDROID_LOG_FATAL;
|
||||
break;
|
||||
case Level::Count:
|
||||
UNREACHABLE();
|
||||
}
|
||||
__android_log_print(android_log_priority, "CitraNative", "%s", str.c_str());
|
||||
#endif
|
||||
}
|
||||
} // namespace Log
|
||||
|
|
|
@ -17,4 +17,6 @@ std::string FormatLogMessage(const Entry& entry);
|
|||
void PrintMessage(const Entry& entry);
|
||||
/// Prints the same message as `PrintMessage`, but colored according to the severity level.
|
||||
void PrintColoredMessage(const Entry& entry);
|
||||
/// Formats and prints a log entry to the android logcat.
|
||||
void PrintMessageToLogcat(const Entry& entry);
|
||||
} // namespace Log
|
||||
|
|
|
@ -108,8 +108,8 @@ add_library(core STATIC
|
|||
frontend/framebuffer_layout.h
|
||||
frontend/image_interface.h
|
||||
frontend/input.h
|
||||
frontend/mic.h
|
||||
frontend/mic.cpp
|
||||
frontend/mic.h
|
||||
frontend/scope_acquire_context.cpp
|
||||
frontend/scope_acquire_context.h
|
||||
gdbstub/gdbstub.cpp
|
||||
|
|
|
@ -953,6 +953,9 @@ unsigned InterpreterMainLoop(ARMul_State* cpu) {
|
|||
#define INC_PC(l) ptr += sizeof(arm_inst) + l
|
||||
#define INC_PC_STUB ptr += sizeof(arm_inst)
|
||||
|
||||
#ifdef ANDROID
|
||||
#define GDB_BP_CHECK
|
||||
#else
|
||||
#define GDB_BP_CHECK \
|
||||
cpu->Cpsr &= ~(1 << 5); \
|
||||
cpu->Cpsr |= cpu->TFlag << 5; \
|
||||
|
@ -965,6 +968,7 @@ unsigned InterpreterMainLoop(ARMul_State* cpu) {
|
|||
goto END; \
|
||||
} \
|
||||
}
|
||||
#endif
|
||||
|
||||
// GCC and Clang have a C++ extension to support a lookup table of labels. Otherwise, fallback to a
|
||||
// clunky switch statement.
|
||||
|
@ -1652,11 +1656,13 @@ DISPATCH : {
|
|||
goto END;
|
||||
}
|
||||
|
||||
#ifndef ANDROID
|
||||
// Find breakpoint if one exists within the block
|
||||
if (GDBStub::IsConnected()) {
|
||||
breakpoint_data =
|
||||
GDBStub::GetNextBreakpointFromAddress(cpu->Reg[15], GDBStub::BreakpointType::Execute);
|
||||
}
|
||||
#endif
|
||||
|
||||
inst_base = (arm_inst*)&trans_cache_buf[ptr];
|
||||
GOTO_NEXT_INST;
|
||||
|
|
|
@ -182,13 +182,16 @@ void ARMul_State::ResetMPCoreCP15Registers() {
|
|||
CP15[CP15_MAIN_TLB_LOCKDOWN_ATTRIBUTE] = 0x00000000;
|
||||
CP15[CP15_TLB_DEBUG_CONTROL] = 0x00000000;
|
||||
}
|
||||
|
||||
#ifdef ANDROID
|
||||
static void CheckMemoryBreakpoint(u32 address, GDBStub::BreakpointType type) {}
|
||||
#else
|
||||
static void CheckMemoryBreakpoint(u32 address, GDBStub::BreakpointType type) {
|
||||
if (GDBStub::IsServerEnabled() && GDBStub::CheckBreakpoint(address, type)) {
|
||||
LOG_DEBUG(Debug, "Found memory breakpoint @ {:08x}", address);
|
||||
GDBStub::Break(true);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
u8 ARMul_State::ReadMemory8(u32 address) const {
|
||||
CheckMemoryBreakpoint(address, GDBStub::BreakpointType::Read);
|
||||
|
|
|
@ -2,7 +2,12 @@
|
|||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "common/file_util.h"
|
||||
#include "common/string_util.h"
|
||||
#include "core/file_sys/archive_extsavedata.h"
|
||||
#include "core/file_sys/file_backend.h"
|
||||
#include "core/frontend/applets/mii_selector.h"
|
||||
#include "core/hle/service/ptm/ptm.h"
|
||||
|
||||
namespace Frontend {
|
||||
|
||||
|
@ -10,6 +15,42 @@ void MiiSelector::Finalize(u32 return_code, HLE::Applets::MiiData mii) {
|
|||
data = {return_code, mii};
|
||||
}
|
||||
|
||||
std::vector<HLE::Applets::MiiData> LoadMiis() {
|
||||
std::vector<HLE::Applets::MiiData> miis;
|
||||
|
||||
std::string nand_directory{FileUtil::GetUserPath(FileUtil::UserPath::NANDDir)};
|
||||
FileSys::ArchiveFactory_ExtSaveData extdata_archive_factory(nand_directory, true);
|
||||
|
||||
auto archive_result = extdata_archive_factory.Open(Service::PTM::ptm_shared_extdata_id, 0);
|
||||
if (archive_result.Succeeded()) {
|
||||
auto archive = std::move(archive_result).Unwrap();
|
||||
|
||||
FileSys::Path file_path = "/CFL_DB.dat";
|
||||
FileSys::Mode mode{};
|
||||
mode.read_flag.Assign(1);
|
||||
|
||||
auto file_result = archive->OpenFile(file_path, mode);
|
||||
if (file_result.Succeeded()) {
|
||||
auto file = std::move(file_result).Unwrap();
|
||||
|
||||
u32 saved_miis_offset = 0x8;
|
||||
// The Mii Maker has a 100 Mii limit on the 3ds
|
||||
for (int i = 0; i < 100; ++i) {
|
||||
HLE::Applets::MiiData mii;
|
||||
std::array<u8, sizeof(mii)> mii_raw;
|
||||
file->Read(saved_miis_offset, sizeof(mii), mii_raw.data());
|
||||
std::memcpy(&mii, mii_raw.data(), sizeof(mii));
|
||||
if (mii.mii_id != 0) {
|
||||
miis.push_back(mii);
|
||||
}
|
||||
saved_miis_offset += sizeof(mii);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return miis;
|
||||
}
|
||||
|
||||
void DefaultMiiSelector::Setup(const Frontend::MiiSelectorConfig& config) {
|
||||
MiiSelector::Setup(config);
|
||||
Finalize(0, HLE::Applets::MiiSelector::GetStandardMiiResult().selected_mii_data);
|
||||
|
|
|
@ -50,6 +50,8 @@ protected:
|
|||
MiiSelectorData data;
|
||||
};
|
||||
|
||||
std::vector<HLE::Applets::MiiData> LoadMiis();
|
||||
|
||||
class DefaultMiiSelector final : public MiiSelector {
|
||||
public:
|
||||
void Setup(const MiiSelectorConfig& config) override;
|
||||
|
|
|
@ -54,6 +54,8 @@ add_library(video_core STATIC
|
|||
renderer_opengl/post_processing_opengl.h
|
||||
renderer_opengl/renderer_opengl.cpp
|
||||
renderer_opengl/renderer_opengl.h
|
||||
renderer_opengl/texture_downloader_es.cpp
|
||||
renderer_opengl/texture_downloader_es.h
|
||||
renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.cpp
|
||||
renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.h
|
||||
renderer_opengl/texture_filters/bicubic/bicubic.cpp
|
||||
|
@ -99,11 +101,12 @@ add_library(video_core STATIC
|
|||
)
|
||||
|
||||
set(SHADER_FILES
|
||||
renderer_opengl/depth_to_color.frag
|
||||
renderer_opengl/depth_to_color.vert
|
||||
renderer_opengl/ds_to_color.frag
|
||||
renderer_opengl/texture_filters/anime4k/refine.frag
|
||||
renderer_opengl/texture_filters/anime4k/refine.vert
|
||||
renderer_opengl/texture_filters/anime4k/x_gradient.frag
|
||||
renderer_opengl/texture_filters/anime4k/y_gradient.frag
|
||||
renderer_opengl/texture_filters/anime4k/y_gradient.vert
|
||||
renderer_opengl/texture_filters/bicubic/bicubic.frag
|
||||
renderer_opengl/texture_filters/scale_force/scale_force.frag
|
||||
renderer_opengl/texture_filters/tex_coord.vert
|
||||
|
@ -121,7 +124,7 @@ endforeach()
|
|||
|
||||
add_custom_target(shaders
|
||||
BYPRODUCTS ${SHADER_HEADERS}
|
||||
COMMAND cmake -P ${CMAKE_CURRENT_SOURCE_DIR}/generate_shaders.cmake
|
||||
COMMAND "${CMAKE_COMMAND}" -P ${CMAKE_CURRENT_SOURCE_DIR}/generate_shaders.cmake
|
||||
SOURCES ${SHADER_FILES}
|
||||
)
|
||||
add_dependencies(video_core shaders)
|
||||
|
|
|
@ -0,0 +1,10 @@
|
|||
//? #version 320 es
|
||||
|
||||
out highp uint color;
|
||||
|
||||
uniform highp sampler2D depth;
|
||||
uniform int lod;
|
||||
|
||||
void main() {
|
||||
color = uint(texelFetch(depth, ivec2(gl_FragCoord.xy), lod).x * (exp2(32.0) - 1.0));
|
||||
}
|
|
@ -1,12 +1,8 @@
|
|||
//? #version 330
|
||||
out vec2 input_max;
|
||||
|
||||
uniform sampler2D tex_size;
|
||||
//? #version 320 es
|
||||
|
||||
const vec2 vertices[4] =
|
||||
vec2[4](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0);
|
||||
input_max = textureSize(tex_size, 0) * 2 - 1;
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
//? #version 320 es
|
||||
#extension GL_ARM_shader_framebuffer_fetch_depth_stencil : enable
|
||||
|
||||
out highp uint color;
|
||||
|
||||
void main() {
|
||||
color = uint(gl_LastFragDepthARM * (exp2(24.0) - 1.0)) << 8;
|
||||
color |= uint(gl_LastFragStencilARM);
|
||||
}
|
|
@ -220,9 +220,175 @@ private:
|
|||
GLint d24s8_abgr_viewport_u_id;
|
||||
};
|
||||
|
||||
class ShaderD24S8toRGBA8 final : public FormatReinterpreterBase {
|
||||
public:
|
||||
ShaderD24S8toRGBA8() {
|
||||
constexpr std::string_view vs_source = R"(
|
||||
out vec2 dst_coord;
|
||||
|
||||
uniform mediump ivec2 dst_size;
|
||||
|
||||
const vec2 vertices[4] =
|
||||
vec2[4](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0);
|
||||
dst_coord = (vertices[gl_VertexID] / 2.0 + 0.5) * vec2(dst_size);
|
||||
}
|
||||
)";
|
||||
|
||||
constexpr std::string_view fs_source = R"(
|
||||
in mediump vec2 dst_coord;
|
||||
|
||||
out lowp vec4 frag_color;
|
||||
|
||||
uniform highp sampler2D depth;
|
||||
uniform lowp usampler2D stencil;
|
||||
uniform mediump ivec2 dst_size;
|
||||
uniform mediump ivec2 src_size;
|
||||
uniform mediump ivec2 src_offset;
|
||||
|
||||
void main() {
|
||||
mediump ivec2 tex_coord;
|
||||
if (src_size == dst_size) {
|
||||
tex_coord = ivec2(dst_coord);
|
||||
} else {
|
||||
highp int tex_index = int(dst_coord.y) * dst_size.x + int(dst_coord.x);
|
||||
mediump int y = tex_index / src_size.x;
|
||||
tex_coord = ivec2(tex_index - y * src_size.x, y);
|
||||
}
|
||||
tex_coord -= src_offset;
|
||||
|
||||
highp uint depth_val =
|
||||
uint(texelFetch(depth, tex_coord, 0).x * (exp2(32.0) - 1.0));
|
||||
lowp uint stencil_val = texelFetch(stencil, tex_coord, 0).x;
|
||||
highp uvec4 components =
|
||||
uvec4(stencil_val, (uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu);
|
||||
frag_color = vec4(components) / (exp2(8.0) - 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
program.Create(vs_source.data(), fs_source.data());
|
||||
dst_size_loc = glGetUniformLocation(program.handle, "dst_size");
|
||||
src_size_loc = glGetUniformLocation(program.handle, "src_size");
|
||||
src_offset_loc = glGetUniformLocation(program.handle, "src_offset");
|
||||
vao.Create();
|
||||
|
||||
auto state = OpenGLState::GetCurState();
|
||||
auto cur_program = state.draw.shader_program;
|
||||
state.draw.shader_program = program.handle;
|
||||
state.Apply();
|
||||
glUniform1i(glGetUniformLocation(program.handle, "stencil"), 1);
|
||||
state.draw.shader_program = cur_program;
|
||||
state.Apply();
|
||||
|
||||
// OES_texture_view doesn't seem to support D24S8 views, at least on adreno
|
||||
// so instead it will do an intermediate copy before running through the shader
|
||||
if (GLAD_GL_ARB_texture_view) {
|
||||
texture_view_func = glTextureView;
|
||||
} else {
|
||||
LOG_INFO(Render_OpenGL,
|
||||
"Texture views are unsupported, reinterpretation will do intermediate copy");
|
||||
temp_tex.Create();
|
||||
}
|
||||
}
|
||||
|
||||
void Reinterpret(GLuint src_tex, const Common::Rectangle<u32>& src_rect, GLuint read_fb_handle,
|
||||
GLuint dst_tex, const Common::Rectangle<u32>& dst_rect,
|
||||
GLuint draw_fb_handle) override {
|
||||
OpenGLState prev_state = OpenGLState::GetCurState();
|
||||
SCOPE_EXIT({ prev_state.Apply(); });
|
||||
|
||||
OpenGLState state;
|
||||
state.texture_units[0].texture_2d = src_tex;
|
||||
|
||||
if (texture_view_func) {
|
||||
temp_tex.Create();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
texture_view_func(temp_tex.handle, GL_TEXTURE_2D, src_tex, GL_DEPTH24_STENCIL8, 0, 1, 0,
|
||||
1);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
} else if (src_rect.top > temp_rect.top || src_rect.right > temp_rect.right) {
|
||||
temp_tex.Release();
|
||||
temp_tex.Create();
|
||||
state.texture_units[1].texture_2d = temp_tex.handle;
|
||||
state.Apply();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, src_rect.right, src_rect.top);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
temp_rect = src_rect;
|
||||
}
|
||||
|
||||
state.texture_units[1].texture_2d = temp_tex.handle;
|
||||
state.draw.draw_framebuffer = draw_fb_handle;
|
||||
state.draw.shader_program = program.handle;
|
||||
state.draw.vertex_array = vao.handle;
|
||||
state.viewport = {static_cast<GLint>(dst_rect.left), static_cast<GLint>(dst_rect.bottom),
|
||||
static_cast<GLsizei>(dst_rect.GetWidth()),
|
||||
static_cast<GLsizei>(dst_rect.GetHeight())};
|
||||
state.Apply();
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (!texture_view_func) {
|
||||
glCopyImageSubData(src_tex, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0,
|
||||
temp_tex.handle, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0,
|
||||
src_rect.GetWidth(), src_rect.GetHeight(), 1);
|
||||
}
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
|
||||
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex,
|
||||
0);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
|
||||
0);
|
||||
|
||||
glUniform2i(dst_size_loc, dst_rect.GetWidth(), dst_rect.GetHeight());
|
||||
glUniform2i(src_size_loc, src_rect.GetWidth(), src_rect.GetHeight());
|
||||
glUniform2i(src_offset_loc, src_rect.left, src_rect.bottom);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
if (texture_view_func) {
|
||||
temp_tex.Release();
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
decltype(glTextureView) texture_view_func = nullptr;
|
||||
OGLProgram program{};
|
||||
GLint dst_size_loc{-1}, src_size_loc{-1}, src_offset_loc{-1};
|
||||
OGLVertexArray vao{};
|
||||
OGLTexture temp_tex{};
|
||||
Common::Rectangle<u32> temp_rect{0, 0, 0, 0};
|
||||
};
|
||||
|
||||
class CopyImageSubData final : public FormatReinterpreterBase {
|
||||
void Reinterpret(GLuint src_tex, const Common::Rectangle<u32>& src_rect, GLuint read_fb_handle,
|
||||
GLuint dst_tex, const Common::Rectangle<u32>& dst_rect,
|
||||
GLuint draw_fb_handle) override {
|
||||
glCopyImageSubData(src_tex, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0, dst_tex,
|
||||
GL_TEXTURE_2D, 0, dst_rect.left, dst_rect.bottom, 0, src_rect.GetWidth(),
|
||||
src_rect.GetHeight(), 1);
|
||||
}
|
||||
};
|
||||
|
||||
FormatReinterpreterOpenGL::FormatReinterpreterOpenGL() {
|
||||
reinterpreters.emplace(PixelFormatPair{PixelFormat::RGBA8, PixelFormat::D24S8},
|
||||
std::make_unique<PixelBufferD24S8toABGR>());
|
||||
std::string_view vendor{reinterpret_cast<const char*>(glGetString(GL_VENDOR))};
|
||||
if (vendor.find("NVIDIA") != vendor.npos) {
|
||||
reinterpreters.emplace(PixelFormatPair{PixelFormat::RGBA8, PixelFormat::D24S8},
|
||||
std::make_unique<CopyImageSubData>());
|
||||
// Nvidia bends the spec and allows direct copies between color and depth formats
|
||||
// might as well take advantage of it
|
||||
LOG_INFO(Render_OpenGL, "Using glCopyImageSubData for D24S8 to RGBA8 reinterpretation");
|
||||
} else if ((GLAD_GL_ARB_stencil_texturing && GLAD_GL_ARB_texture_storage) || GLES) {
|
||||
reinterpreters.emplace(PixelFormatPair{PixelFormat::RGBA8, PixelFormat::D24S8},
|
||||
std::make_unique<ShaderD24S8toRGBA8>());
|
||||
LOG_INFO(Render_OpenGL, "Using shader for D24S8 to RGBA8 reinterpretation");
|
||||
} else {
|
||||
reinterpreters.emplace(PixelFormatPair{PixelFormat::RGBA8, PixelFormat::D24S8},
|
||||
std::make_unique<PixelBufferD24S8toABGR>());
|
||||
LOG_INFO(Render_OpenGL, "Using pbo for D24S8 to RGBA8 reinterpretation");
|
||||
}
|
||||
reinterpreters.emplace(PixelFormatPair{PixelFormat::RGB5A1, PixelFormat::RGBA4},
|
||||
std::make_unique<RGBA4toRGB5A1>());
|
||||
}
|
||||
|
|
|
@ -52,16 +52,17 @@ RasterizerOpenGL::RasterizerOpenGL()
|
|||
: is_amd(IsVendorAmd()), vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, is_amd),
|
||||
uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE, false),
|
||||
index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE, false),
|
||||
texture_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE, false) {
|
||||
texture_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE, false),
|
||||
texture_lf_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE, false) {
|
||||
|
||||
allow_shadow = GLAD_GL_ARB_shader_image_load_store && GLAD_GL_ARB_shader_image_size &&
|
||||
GLAD_GL_ARB_framebuffer_no_attachments;
|
||||
allow_shadow = GLES || (GLAD_GL_ARB_shader_image_load_store && GLAD_GL_ARB_shader_image_size &&
|
||||
GLAD_GL_ARB_framebuffer_no_attachments);
|
||||
if (!allow_shadow) {
|
||||
LOG_WARNING(Render_OpenGL,
|
||||
"Shadow might not be able to render because of unsupported OpenGL extensions.");
|
||||
}
|
||||
|
||||
if (!GLAD_GL_ARB_copy_image) {
|
||||
if (!GLAD_GL_ARB_copy_image && !GLES) {
|
||||
LOG_WARNING(Render_OpenGL,
|
||||
"ARB_copy_image not supported. Some games might produce artifacts.");
|
||||
}
|
||||
|
@ -149,11 +150,15 @@ RasterizerOpenGL::RasterizerOpenGL()
|
|||
framebuffer.Create();
|
||||
|
||||
// Allocate and bind texture buffer lut textures
|
||||
texture_buffer_lut_lf.Create();
|
||||
texture_buffer_lut_rg.Create();
|
||||
texture_buffer_lut_rgba.Create();
|
||||
state.texture_buffer_lut_lf.texture_buffer = texture_buffer_lut_lf.handle;
|
||||
state.texture_buffer_lut_rg.texture_buffer = texture_buffer_lut_rg.handle;
|
||||
state.texture_buffer_lut_rgba.texture_buffer = texture_buffer_lut_rgba.handle;
|
||||
state.Apply();
|
||||
glActiveTexture(TextureUnits::TextureBufferLUT_LF.Enum());
|
||||
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, texture_lf_buffer.GetHandle());
|
||||
glActiveTexture(TextureUnits::TextureBufferLUT_RG.Enum());
|
||||
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, texture_buffer.GetHandle());
|
||||
glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum());
|
||||
|
@ -777,7 +782,7 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
|
|||
}
|
||||
|
||||
OGLTexture temp_tex;
|
||||
if (need_duplicate_texture && GLAD_GL_ARB_copy_image) {
|
||||
if (need_duplicate_texture && (GLAD_GL_ARB_copy_image || GLES)) {
|
||||
// The game is trying to use a surface as a texture and framebuffer at the same time
|
||||
// which causes unpredictable behavior on the host.
|
||||
// Making a copy to sample from eliminates this issue and seems to be fairly cheap.
|
||||
|
@ -821,6 +826,7 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
|
|||
|
||||
// Sync the LUTs within the texture buffer
|
||||
SyncAndUploadLUTs();
|
||||
SyncAndUploadLUTsLF();
|
||||
|
||||
// Sync the uniform data
|
||||
UploadUniforms(accelerate);
|
||||
|
@ -942,6 +948,10 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
|
|||
|
||||
// Blending
|
||||
case PICA_REG_INDEX(framebuffer.output_merger.alphablend_enable):
|
||||
if (GLES) {
|
||||
// With GLES, we need this in the fragment shader to emulate logic operations
|
||||
shader_dirty = true;
|
||||
}
|
||||
SyncBlendEnabled();
|
||||
break;
|
||||
case PICA_REG_INDEX(framebuffer.output_merger.alpha_blending):
|
||||
|
@ -1062,6 +1072,10 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
|
|||
|
||||
// Logic op
|
||||
case PICA_REG_INDEX(framebuffer.output_merger.logic_op):
|
||||
if (GLES) {
|
||||
// With GLES, we need this in the fragment shader to emulate logic operations
|
||||
shader_dirty = true;
|
||||
}
|
||||
SyncLogicOp();
|
||||
break;
|
||||
|
||||
|
@ -1816,11 +1830,31 @@ void RasterizerOpenGL::SyncAlphaTest() {
|
|||
}
|
||||
|
||||
void RasterizerOpenGL::SyncLogicOp() {
|
||||
state.logic_op = PicaToGL::LogicOp(Pica::g_state.regs.framebuffer.output_merger.logic_op);
|
||||
const auto& regs = Pica::g_state.regs;
|
||||
state.logic_op = PicaToGL::LogicOp(regs.framebuffer.output_merger.logic_op);
|
||||
|
||||
if (GLES) {
|
||||
if (!regs.framebuffer.output_merger.alphablend_enable) {
|
||||
if (regs.framebuffer.output_merger.logic_op == Pica::FramebufferRegs::LogicOp::NoOp) {
|
||||
// Color output is disabled by logic operation. We use color write mask to skip
|
||||
// color but allow depth write.
|
||||
state.color_mask = {};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::SyncColorWriteMask() {
|
||||
const auto& regs = Pica::g_state.regs;
|
||||
if (GLES) {
|
||||
if (!regs.framebuffer.output_merger.alphablend_enable) {
|
||||
if (regs.framebuffer.output_merger.logic_op == Pica::FramebufferRegs::LogicOp::NoOp) {
|
||||
// Color output is disabled by logic operation. We use color write mask to skip
|
||||
// color but allow depth write. Return early to avoid overwriting this.
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto IsColorWriteEnabled = [&](u32 value) {
|
||||
return (regs.framebuffer.framebuffer.allow_color_write != 0 && value != 0) ? GL_TRUE
|
||||
|
@ -2005,18 +2039,11 @@ void RasterizerOpenGL::SyncShadowTextureBias() {
|
|||
}
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::SyncAndUploadLUTs() {
|
||||
constexpr std::size_t max_size = sizeof(GLvec2) * 256 * Pica::LightingRegs::NumLightingSampler +
|
||||
sizeof(GLvec2) * 128 + // fog
|
||||
sizeof(GLvec2) * 128 * 3 + // proctex: noise + color + alpha
|
||||
sizeof(GLvec4) * 256 + // proctex
|
||||
sizeof(GLvec4) * 256; // proctex diff
|
||||
void RasterizerOpenGL::SyncAndUploadLUTsLF() {
|
||||
constexpr std::size_t max_size =
|
||||
sizeof(GLvec2) * 256 * Pica::LightingRegs::NumLightingSampler + sizeof(GLvec2) * 128; // fog
|
||||
|
||||
if (!uniform_block_data.lighting_lut_dirty_any && !uniform_block_data.fog_lut_dirty &&
|
||||
!uniform_block_data.proctex_noise_lut_dirty &&
|
||||
!uniform_block_data.proctex_color_map_dirty &&
|
||||
!uniform_block_data.proctex_alpha_map_dirty && !uniform_block_data.proctex_lut_dirty &&
|
||||
!uniform_block_data.proctex_diff_lut_dirty) {
|
||||
if (!uniform_block_data.lighting_lut_dirty_any && !uniform_block_data.fog_lut_dirty) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -2024,8 +2051,8 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
|
|||
GLintptr offset;
|
||||
bool invalidate;
|
||||
std::size_t bytes_used = 0;
|
||||
glBindBuffer(GL_TEXTURE_BUFFER, texture_buffer.GetHandle());
|
||||
std::tie(buffer, offset, invalidate) = texture_buffer.Map(max_size, sizeof(GLvec4));
|
||||
glBindBuffer(GL_TEXTURE_BUFFER, texture_lf_buffer.GetHandle());
|
||||
std::tie(buffer, offset, invalidate) = texture_lf_buffer.Map(max_size, sizeof(GLvec4));
|
||||
|
||||
// Sync the lighting luts
|
||||
if (uniform_block_data.lighting_lut_dirty_any || invalidate) {
|
||||
|
@ -2050,8 +2077,8 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
|
|||
uniform_block_data.lighting_lut_dirty[index] = false;
|
||||
}
|
||||
}
|
||||
uniform_block_data.lighting_lut_dirty_any = false;
|
||||
}
|
||||
uniform_block_data.lighting_lut_dirty_any = false;
|
||||
|
||||
// Sync the fog lut
|
||||
if (uniform_block_data.fog_lut_dirty || invalidate) {
|
||||
|
@ -2073,6 +2100,28 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
|
|||
uniform_block_data.fog_lut_dirty = false;
|
||||
}
|
||||
|
||||
texture_lf_buffer.Unmap(bytes_used);
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::SyncAndUploadLUTs() {
|
||||
constexpr std::size_t max_size = sizeof(GLvec2) * 128 * 3 + // proctex: noise + color + alpha
|
||||
sizeof(GLvec4) * 256 + // proctex
|
||||
sizeof(GLvec4) * 256; // proctex diff
|
||||
|
||||
if (!uniform_block_data.proctex_noise_lut_dirty &&
|
||||
!uniform_block_data.proctex_color_map_dirty &&
|
||||
!uniform_block_data.proctex_alpha_map_dirty && !uniform_block_data.proctex_lut_dirty &&
|
||||
!uniform_block_data.proctex_diff_lut_dirty) {
|
||||
return;
|
||||
}
|
||||
|
||||
u8* buffer;
|
||||
GLintptr offset;
|
||||
bool invalidate;
|
||||
std::size_t bytes_used = 0;
|
||||
glBindBuffer(GL_TEXTURE_BUFFER, texture_buffer.GetHandle());
|
||||
std::tie(buffer, offset, invalidate) = texture_buffer.Map(max_size, sizeof(GLvec4));
|
||||
|
||||
// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
|
||||
auto SyncProcTexValueLUT = [this, buffer, offset, invalidate, &bytes_used](
|
||||
const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
|
||||
|
|
|
@ -233,6 +233,7 @@ private:
|
|||
|
||||
/// Syncs and uploads the lighting, fog and proctex LUTs
|
||||
void SyncAndUploadLUTs();
|
||||
void SyncAndUploadLUTsLF();
|
||||
|
||||
/// Upload the uniform blocks to the uniform buffer object
|
||||
void UploadUniforms(bool accelerate_draw);
|
||||
|
@ -303,6 +304,7 @@ private:
|
|||
OGLStreamBuffer uniform_buffer;
|
||||
OGLStreamBuffer index_buffer;
|
||||
OGLStreamBuffer texture_buffer;
|
||||
OGLStreamBuffer texture_lf_buffer;
|
||||
OGLFramebuffer framebuffer;
|
||||
GLint uniform_buffer_alignment;
|
||||
std::size_t uniform_size_aligned_vs;
|
||||
|
@ -310,6 +312,7 @@ private:
|
|||
|
||||
SamplerInfo texture_cube_sampler;
|
||||
|
||||
OGLTexture texture_buffer_lut_lf;
|
||||
OGLTexture texture_buffer_lut_rg;
|
||||
OGLTexture texture_buffer_lut_rgba;
|
||||
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
#include <array>
|
||||
#include <atomic>
|
||||
#include <bitset>
|
||||
#include <cmath>
|
||||
#include <cstring>
|
||||
#include <iterator>
|
||||
#include <memory>
|
||||
|
@ -36,6 +37,7 @@
|
|||
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
|
||||
#include "video_core/renderer_opengl/gl_state.h"
|
||||
#include "video_core/renderer_opengl/gl_vars.h"
|
||||
#include "video_core/renderer_opengl/texture_downloader_es.h"
|
||||
#include "video_core/renderer_opengl/texture_filters/texture_filterer.h"
|
||||
#include "video_core/utils.h"
|
||||
#include "video_core/video_core.h"
|
||||
|
@ -64,13 +66,6 @@ static constexpr std::array<FormatTuple, 5> fb_format_tuples_oes = {{
|
|||
{GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4}, // RGBA4
|
||||
}};
|
||||
|
||||
static constexpr std::array<FormatTuple, 4> depth_format_tuples = {{
|
||||
{GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT}, // D16
|
||||
{},
|
||||
{GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT}, // D24
|
||||
{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // D24S8
|
||||
}};
|
||||
|
||||
const FormatTuple& GetFormatTuple(PixelFormat pixel_format) {
|
||||
const SurfaceType type = SurfaceParams::GetFormatType(pixel_format);
|
||||
if (type == SurfaceType::Color) {
|
||||
|
@ -87,79 +82,6 @@ const FormatTuple& GetFormatTuple(PixelFormat pixel_format) {
|
|||
return tex_tuple;
|
||||
}
|
||||
|
||||
/**
|
||||
* OpenGL ES does not support glGetTexImage. Obtain the pixels by attaching the
|
||||
* texture to a framebuffer.
|
||||
* Originally from https://github.com/apitrace/apitrace/blob/master/retrace/glstate_images.cpp
|
||||
*/
|
||||
static void GetTexImageOES(GLenum target, GLint level, GLenum format, GLenum type, GLint height,
|
||||
GLint width, GLint depth, GLubyte* pixels, std::size_t size) {
|
||||
memset(pixels, 0x80, size);
|
||||
|
||||
OpenGLState cur_state = OpenGLState::GetCurState();
|
||||
OpenGLState state;
|
||||
|
||||
GLenum texture_binding = GL_NONE;
|
||||
switch (target) {
|
||||
case GL_TEXTURE_2D:
|
||||
texture_binding = GL_TEXTURE_BINDING_2D;
|
||||
break;
|
||||
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
|
||||
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
|
||||
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
|
||||
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
|
||||
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
|
||||
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
|
||||
texture_binding = GL_TEXTURE_BINDING_CUBE_MAP;
|
||||
break;
|
||||
case GL_TEXTURE_3D_OES:
|
||||
texture_binding = GL_TEXTURE_BINDING_3D_OES;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
|
||||
GLint texture = 0;
|
||||
glGetIntegerv(texture_binding, &texture);
|
||||
if (!texture) {
|
||||
return;
|
||||
}
|
||||
|
||||
OGLFramebuffer fbo;
|
||||
fbo.Create();
|
||||
state.draw.read_framebuffer = fbo.handle;
|
||||
state.Apply();
|
||||
|
||||
switch (target) {
|
||||
case GL_TEXTURE_2D:
|
||||
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
|
||||
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
|
||||
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
|
||||
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
|
||||
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
|
||||
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: {
|
||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture,
|
||||
level);
|
||||
GLenum status = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_DEBUG(Render_OpenGL, "Framebuffer is incomplete, status: {:X}", status);
|
||||
}
|
||||
glReadPixels(0, 0, width, height, format, type, pixels);
|
||||
break;
|
||||
}
|
||||
case GL_TEXTURE_3D_OES:
|
||||
for (int i = 0; i < depth; i++) {
|
||||
glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D,
|
||||
texture, level, i);
|
||||
glReadPixels(0, 0, width, height, format, type, pixels + 4 * i * width * height);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
cur_state.Apply();
|
||||
|
||||
fbo.Release();
|
||||
}
|
||||
|
||||
template <typename Map, typename Interval>
|
||||
static constexpr auto RangeFromInterval(Map& map, const Interval& interval) {
|
||||
return boost::make_iterator_range(map.equal_range(interval));
|
||||
|
@ -329,8 +251,14 @@ OGLTexture RasterizerCacheOpenGL::AllocateSurfaceTexture(const FormatTuple& form
|
|||
cur_state.Apply();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format_tuple.internal_format, width, height, 0,
|
||||
format_tuple.format, format_tuple.type, nullptr);
|
||||
if (GL_ARB_texture_storage) {
|
||||
// Allocate all possible mipmap levels upfront
|
||||
auto levels = std::log2(std::max(width, height)) + 1;
|
||||
glTexStorage2D(GL_TEXTURE_2D, levels, format_tuple.internal_format, width, height);
|
||||
} else {
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format_tuple.internal_format, width, height, 0,
|
||||
format_tuple.format, format_tuple.type, nullptr);
|
||||
}
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
|
@ -352,17 +280,22 @@ static void AllocateTextureCube(GLuint texture, const FormatTuple& format_tuple,
|
|||
cur_state.texture_cube_unit.texture_cube = texture;
|
||||
cur_state.Apply();
|
||||
glActiveTexture(TextureUnits::TextureCube.Enum());
|
||||
|
||||
for (auto faces : {
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
|
||||
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
|
||||
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
|
||||
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
|
||||
}) {
|
||||
glTexImage2D(faces, 0, format_tuple.internal_format, width, width, 0, format_tuple.format,
|
||||
format_tuple.type, nullptr);
|
||||
if (GL_ARB_texture_storage) {
|
||||
// Allocate all possible mipmap levels in case the game uses them later
|
||||
auto levels = std::log2(width) + 1;
|
||||
glTexStorage2D(GL_TEXTURE_CUBE_MAP, levels, format_tuple.internal_format, width, width);
|
||||
} else {
|
||||
for (auto faces : {
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
|
||||
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
|
||||
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
|
||||
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
|
||||
}) {
|
||||
glTexImage2D(faces, 0, format_tuple.internal_format, width, width, 0,
|
||||
format_tuple.format, format_tuple.type, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
// Restore previous texture bindings
|
||||
|
@ -775,23 +708,28 @@ void CachedSurface::DumpTexture(GLuint target_tex, u64 tex_hash) {
|
|||
LOG_INFO(Render_OpenGL, "Dumping texture to {}", dump_path);
|
||||
std::vector<u8> decoded_texture;
|
||||
decoded_texture.resize(width * height * 4);
|
||||
glBindTexture(GL_TEXTURE_2D, target_tex);
|
||||
OpenGLState state = OpenGLState::GetCurState();
|
||||
GLuint old_texture = state.texture_units[0].texture_2d;
|
||||
state.Apply();
|
||||
/*
|
||||
GetTexImageOES is used even if not using OpenGL ES to work around a small issue that
|
||||
happens if using custom textures with texture dumping at the same.
|
||||
Let's say there's 2 textures that are both 32x32 and one of them gets replaced with a
|
||||
higher quality 256x256 texture. If the 256x256 texture is displayed first and the 32x32
|
||||
texture gets uploaded to the same underlying OpenGL texture, the 32x32 texture will
|
||||
appear in the corner of the 256x256 texture.
|
||||
If texture dumping is enabled and the 32x32 is undumped, Citra will attempt to dump it.
|
||||
Since the underlying OpenGL texture is still 256x256, Citra crashes because it thinks the
|
||||
texture is only 32x32.
|
||||
higher quality 256x256 texture. If the 256x256 texture is displayed first and the
|
||||
32x32 texture gets uploaded to the same underlying OpenGL texture, the 32x32 texture
|
||||
will appear in the corner of the 256x256 texture. If texture dumping is enabled and
|
||||
the 32x32 is undumped, Citra will attempt to dump it. Since the underlying OpenGL
|
||||
texture is still 256x256, Citra crashes because it thinks the texture is only 32x32.
|
||||
GetTexImageOES conveniently only dumps the specified region, and works on both
|
||||
desktop and ES.
|
||||
*/
|
||||
GetTexImageOES(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, height, width, 0,
|
||||
&decoded_texture[0], decoded_texture.size());
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
// if the backend isn't OpenGL ES, this won't be initialized yet
|
||||
if (!owner.texture_downloader_es)
|
||||
owner.texture_downloader_es = std::make_unique<TextureDownloaderES>(false);
|
||||
owner.texture_downloader_es->GetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
height, width, &decoded_texture[0]);
|
||||
state.texture_units[0].texture_2d = old_texture;
|
||||
state.Apply();
|
||||
Common::FlipRGBA8Texture(decoded_texture, width, height);
|
||||
if (!image_interface->EncodePNG(dump_path, decoded_texture, width, height))
|
||||
LOG_ERROR(Render_OpenGL, "Failed to save decoded texture");
|
||||
|
@ -901,8 +839,9 @@ void CachedSurface::UploadGLTexture(Common::Rectangle<u32> rect, GLuint read_fb_
|
|||
MICROPROFILE_DEFINE(OpenGL_TextureDL, "OpenGL", "Texture Download", MP_RGB(128, 192, 64));
|
||||
void CachedSurface::DownloadGLTexture(const Common::Rectangle<u32>& rect, GLuint read_fb_handle,
|
||||
GLuint draw_fb_handle) {
|
||||
if (type == SurfaceType::Fill)
|
||||
if (type == SurfaceType::Fill) {
|
||||
return;
|
||||
}
|
||||
|
||||
MICROPROFILE_SCOPE(OpenGL_TextureDL);
|
||||
|
||||
|
@ -941,9 +880,9 @@ void CachedSurface::DownloadGLTexture(const Common::Rectangle<u32>& rect, GLuint
|
|||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if (GLES) {
|
||||
GetTexImageOES(GL_TEXTURE_2D, 0, tuple.format, tuple.type, rect.GetHeight(),
|
||||
rect.GetWidth(), 0, &gl_buffer[buffer_offset],
|
||||
gl_buffer.size() - buffer_offset);
|
||||
owner.texture_downloader_es->GetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type,
|
||||
rect.GetHeight(), rect.GetWidth(),
|
||||
&gl_buffer[buffer_offset]);
|
||||
} else {
|
||||
glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, &gl_buffer[buffer_offset]);
|
||||
}
|
||||
|
@ -967,6 +906,20 @@ void CachedSurface::DownloadGLTexture(const Common::Rectangle<u32>& rect, GLuint
|
|||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
|
||||
texture.handle, 0);
|
||||
}
|
||||
switch (glCheckFramebufferStatus(GL_FRAMEBUFFER)) {
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
|
||||
LOG_WARNING(Render_OpenGL, "Framebuffer incomplete attachment");
|
||||
break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
|
||||
LOG_WARNING(Render_OpenGL, "Framebuffer incomplete dimensions");
|
||||
break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
|
||||
LOG_WARNING(Render_OpenGL, "Framebuffer incomplete missing attachment");
|
||||
break;
|
||||
case GL_FRAMEBUFFER_UNSUPPORTED:
|
||||
LOG_WARNING(Render_OpenGL, "Framebuffer unsupported");
|
||||
break;
|
||||
}
|
||||
glReadPixels(static_cast<GLint>(rect.left), static_cast<GLint>(rect.bottom),
|
||||
static_cast<GLsizei>(rect.GetWidth()), static_cast<GLsizei>(rect.GetHeight()),
|
||||
tuple.format, tuple.type, &gl_buffer[buffer_offset]);
|
||||
|
@ -1083,13 +1036,18 @@ RasterizerCacheOpenGL::RasterizerCacheOpenGL() {
|
|||
texture_filterer = std::make_unique<TextureFilterer>(Settings::values.texture_filter_name,
|
||||
resolution_scale_factor);
|
||||
format_reinterpreter = std::make_unique<FormatReinterpreterOpenGL>();
|
||||
if (GLES)
|
||||
texture_downloader_es = std::make_unique<TextureDownloaderES>(false);
|
||||
|
||||
read_framebuffer.Create();
|
||||
draw_framebuffer.Create();
|
||||
}
|
||||
|
||||
RasterizerCacheOpenGL::~RasterizerCacheOpenGL() {
|
||||
#ifndef ANDROID
|
||||
// This is for switching renderers, which is unsupported on Android, and costly on shutdown
|
||||
ClearAll(false);
|
||||
#endif
|
||||
}
|
||||
|
||||
MICROPROFILE_DEFINE(OpenGL_BlitSurface, "OpenGL", "BlitSurface", MP_RGB(128, 192, 64));
|
||||
|
@ -1304,9 +1262,14 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Pica::Texture::TextureInf
|
|||
width = surface->GetScaledWidth();
|
||||
height = surface->GetScaledHeight();
|
||||
}
|
||||
for (u32 level = surface->max_level + 1; level <= max_level; ++level) {
|
||||
glTexImage2D(GL_TEXTURE_2D, level, format_tuple.internal_format, width >> level,
|
||||
height >> level, 0, format_tuple.format, format_tuple.type, nullptr);
|
||||
// If we are using ARB_texture_storage then we've already allocated all of the mipmap
|
||||
// levels
|
||||
if (!GL_ARB_texture_storage) {
|
||||
for (u32 level = surface->max_level + 1; level <= max_level; ++level) {
|
||||
glTexImage2D(GL_TEXTURE_2D, level, format_tuple.internal_format, width >> level,
|
||||
height >> level, 0, format_tuple.format, format_tuple.type,
|
||||
nullptr);
|
||||
}
|
||||
}
|
||||
if (surface->is_custom || !texture_filterer->IsNull()) {
|
||||
// TODO: proper mipmap support for custom textures
|
||||
|
@ -1806,6 +1769,8 @@ void RasterizerCacheOpenGL::ClearAll(bool flush) {
|
|||
}
|
||||
|
||||
void RasterizerCacheOpenGL::FlushRegion(PAddr addr, u32 size, Surface flush_surface) {
|
||||
std::lock_guard lock{mutex};
|
||||
|
||||
if (size == 0)
|
||||
return;
|
||||
|
||||
|
@ -1842,6 +1807,8 @@ void RasterizerCacheOpenGL::FlushAll() {
|
|||
}
|
||||
|
||||
void RasterizerCacheOpenGL::InvalidateRegion(PAddr addr, u32 size, const Surface& region_owner) {
|
||||
std::lock_guard lock{mutex};
|
||||
|
||||
if (size == 0)
|
||||
return;
|
||||
|
||||
|
@ -1917,6 +1884,8 @@ Surface RasterizerCacheOpenGL::CreateSurface(const SurfaceParams& params) {
|
|||
}
|
||||
|
||||
void RasterizerCacheOpenGL::RegisterSurface(const Surface& surface) {
|
||||
std::lock_guard lock{mutex};
|
||||
|
||||
if (surface->registered) {
|
||||
return;
|
||||
}
|
||||
|
@ -1926,6 +1895,8 @@ void RasterizerCacheOpenGL::RegisterSurface(const Surface& surface) {
|
|||
}
|
||||
|
||||
void RasterizerCacheOpenGL::UnregisterSurface(const Surface& surface) {
|
||||
std::lock_guard lock{mutex};
|
||||
|
||||
if (!surface->registered) {
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
#include <array>
|
||||
#include <list>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
#include <set>
|
||||
#include <tuple>
|
||||
#ifdef __GNUC__
|
||||
|
@ -170,6 +171,8 @@ private:
|
|||
bool valid = false;
|
||||
};
|
||||
|
||||
class RasterizerCacheOpenGL;
|
||||
|
||||
struct CachedSurface : SurfaceParams, std::enable_shared_from_this<CachedSurface> {
|
||||
CachedSurface(RasterizerCacheOpenGL& owner) : owner{owner} {}
|
||||
~CachedSurface();
|
||||
|
@ -266,6 +269,15 @@ struct CachedTextureCube {
|
|||
std::shared_ptr<SurfaceWatcher> nz;
|
||||
};
|
||||
|
||||
static constexpr std::array<FormatTuple, 4> depth_format_tuples = {{
|
||||
{GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT}, // D16
|
||||
{},
|
||||
{GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT}, // D24
|
||||
{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // D24S8
|
||||
}};
|
||||
|
||||
class TextureDownloaderES;
|
||||
|
||||
class RasterizerCacheOpenGL : NonCopyable {
|
||||
public:
|
||||
RasterizerCacheOpenGL();
|
||||
|
@ -365,11 +377,14 @@ private:
|
|||
|
||||
std::unordered_map<TextureCubeConfig, CachedTextureCube> texture_cube_cache;
|
||||
|
||||
std::recursive_mutex mutex;
|
||||
|
||||
public:
|
||||
OGLTexture AllocateSurfaceTexture(const FormatTuple& format_tuple, u32 width, u32 height);
|
||||
|
||||
std::unique_ptr<TextureFilterer> texture_filterer;
|
||||
std::unique_ptr<FormatReinterpreterOpenGL> format_reinterpreter;
|
||||
std::unique_ptr<TextureDownloaderES> texture_downloader_es;
|
||||
};
|
||||
|
||||
} // namespace OpenGL
|
||||
|
|
|
@ -514,11 +514,21 @@ private:
|
|||
}
|
||||
|
||||
case OpCode::Id::RCP: {
|
||||
if (!sanitize_mul) {
|
||||
// When accurate multiplication is OFF, NaN are not really handled. This is a
|
||||
// workaround to cheaply avoid NaN. Fixes graphical issues in Ocarina of Time.
|
||||
shader.AddLine("if ({}.x != 0.0)", src1);
|
||||
}
|
||||
SetDest(swizzle, dest_reg, fmt::format("(1.0 / {}.x)", src1), 4, 1);
|
||||
break;
|
||||
}
|
||||
|
||||
case OpCode::Id::RSQ: {
|
||||
if (!sanitize_mul) {
|
||||
// When accurate multiplication is OFF, NaN are not really handled. This is a
|
||||
// workaround to cheaply avoid NaN. Fixes graphical issues in Ocarina of Time.
|
||||
shader.AddLine("if ({}.x > 0.0)", src1);
|
||||
}
|
||||
SetDest(swizzle, dest_reg, fmt::format("inversesqrt({}.x)", src1), 4, 1);
|
||||
break;
|
||||
}
|
||||
|
@ -807,6 +817,13 @@ private:
|
|||
|
||||
void Generate() {
|
||||
if (sanitize_mul) {
|
||||
#ifdef ANDROID
|
||||
// Use a cheaper sanitize_mul on Android, as mobile GPUs struggle here
|
||||
// This seems to be sufficient at least for Ocarina of Time and Attack on Titan accurate
|
||||
// multiplication bugs
|
||||
shader.AddLine(
|
||||
"#define sanitize_mul(lhs, rhs) mix(lhs * rhs, vec4(0.0), isnan(lhs * rhs))");
|
||||
#else
|
||||
shader.AddLine("vec4 sanitize_mul(vec4 lhs, vec4 rhs) {{");
|
||||
++shader.scope;
|
||||
shader.AddLine("vec4 product = lhs * rhs;");
|
||||
|
@ -814,6 +831,7 @@ private:
|
|||
"isnan(lhs)), isnan(product));");
|
||||
--shader.scope;
|
||||
shader.AddLine("}}\n");
|
||||
#endif
|
||||
}
|
||||
|
||||
// Add declarations for registers
|
||||
|
|
|
@ -102,7 +102,9 @@ static std::string GetVertexInterfaceDeclaration(bool is_output, bool separable_
|
|||
out += R"(
|
||||
out gl_PerVertex {
|
||||
vec4 gl_Position;
|
||||
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
||||
float gl_ClipDistance[2];
|
||||
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
||||
};
|
||||
)";
|
||||
}
|
||||
|
@ -127,6 +129,17 @@ PicaFSConfig PicaFSConfig::BuildFromRegs(const Pica::Regs& regs) {
|
|||
|
||||
state.texture2_use_coord1 = regs.texturing.main_config.texture2_use_coord1 != 0;
|
||||
|
||||
if (GLES) {
|
||||
// With GLES, we need this in the fragment shader to emulate logic operations
|
||||
state.alphablend_enable =
|
||||
Pica::g_state.regs.framebuffer.output_merger.alphablend_enable == 1;
|
||||
state.logic_op = regs.framebuffer.output_merger.logic_op;
|
||||
} else {
|
||||
// We don't need these otherwise, reset them to avoid unnecessary shader generation
|
||||
state.alphablend_enable = {};
|
||||
state.logic_op = {};
|
||||
}
|
||||
|
||||
// Copy relevant tev stages fields.
|
||||
// We don't sync const_color here because of the high variance, it is a
|
||||
// shader uniform instead.
|
||||
|
@ -607,13 +620,15 @@ static void WriteTevStage(std::string& out, const PicaFSConfig& config, unsigned
|
|||
if (!IsPassThroughTevStage(stage)) {
|
||||
const std::string index_name = std::to_string(index);
|
||||
|
||||
out += fmt::format("vec3 color_results_{}[3] = vec3[3](", index_name);
|
||||
out += fmt::format("vec3 color_results_{}_1 = ", index_name);
|
||||
AppendColorModifier(out, config, stage.color_modifier1, stage.color_source1, index_name);
|
||||
out += ", ";
|
||||
out += fmt::format(";\nvec3 color_results_{}_2 = ", index_name);
|
||||
AppendColorModifier(out, config, stage.color_modifier2, stage.color_source2, index_name);
|
||||
out += ", ";
|
||||
out += fmt::format(";\nvec3 color_results_{}_3 = ", index_name);
|
||||
AppendColorModifier(out, config, stage.color_modifier3, stage.color_source3, index_name);
|
||||
out += ");\n";
|
||||
out += fmt::format(";\nvec3 color_results_{}[3] = vec3[3](color_results_{}_1, "
|
||||
"color_results_{}_2, color_results_{}_3);\n",
|
||||
index_name, index_name, index_name, index_name);
|
||||
|
||||
// Round the output of each TEV stage to maintain the PICA's 8 bits of precision
|
||||
out += fmt::format("vec3 color_output_{} = byteround(", index_name);
|
||||
|
@ -1216,14 +1231,21 @@ float ProcTexNoiseCoef(vec2 x) {
|
|||
ShaderDecompiler::ProgramResult GenerateFragmentShader(const PicaFSConfig& config,
|
||||
bool separable_shader) {
|
||||
const auto& state = config.state;
|
||||
std::string out;
|
||||
|
||||
std::string out = R"(
|
||||
if (GLES) {
|
||||
out += R"(
|
||||
#define ALLOW_SHADOW (defined(CITRA_GLES))
|
||||
)";
|
||||
} else {
|
||||
out += R"(
|
||||
#extension GL_ARB_shader_image_load_store : enable
|
||||
#extension GL_ARB_shader_image_size : enable
|
||||
#define ALLOW_SHADOW (defined(GL_ARB_shader_image_load_store) && defined(GL_ARB_shader_image_size))
|
||||
)";
|
||||
}
|
||||
|
||||
if (separable_shader) {
|
||||
if (separable_shader && !GLES) {
|
||||
out += "#extension GL_ARB_separate_shader_objects : enable\n";
|
||||
}
|
||||
|
||||
|
@ -1244,6 +1266,7 @@ uniform sampler2D tex0;
|
|||
uniform sampler2D tex1;
|
||||
uniform sampler2D tex2;
|
||||
uniform samplerCube tex_cube;
|
||||
uniform samplerBuffer texture_buffer_lut_lf;
|
||||
uniform samplerBuffer texture_buffer_lut_rg;
|
||||
uniform samplerBuffer texture_buffer_lut_rgba;
|
||||
|
||||
|
@ -1267,7 +1290,7 @@ vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|||
}
|
||||
|
||||
float LookupLightingLUT(int lut_index, int index, float delta) {
|
||||
vec2 entry = texelFetch(texture_buffer_lut_rg, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
||||
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
||||
return entry.r + entry.g * delta;
|
||||
}
|
||||
|
||||
|
@ -1519,7 +1542,7 @@ vec4 secondary_fragment_color = vec4(0.0);
|
|||
// Generate clamped fog factor from LUT for given fog index
|
||||
out += "float fog_i = clamp(floor(fog_index), 0.0, 127.0);\n"
|
||||
"float fog_f = fog_index - fog_i;\n"
|
||||
"vec2 fog_lut_entry = texelFetch(texture_buffer_lut_rg, int(fog_i) + "
|
||||
"vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, int(fog_i) + "
|
||||
"fog_lut_offset).rg;\n"
|
||||
"float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;\n"
|
||||
"fog_factor = clamp(fog_factor, 0.0, 1.0);\n";
|
||||
|
@ -1537,8 +1560,8 @@ vec4 secondary_fragment_color = vec4(0.0);
|
|||
if (state.shadow_rendering) {
|
||||
out += R"(
|
||||
#if ALLOW_SHADOW
|
||||
uint d = uint(clamp(depth, 0.0, 1.0) * 0xFFFFFF);
|
||||
uint s = uint(last_tex_env_out.g * 0xFF);
|
||||
uint d = uint(clamp(depth, 0.0, 1.0) * float(0xFFFFFF));
|
||||
uint s = uint(last_tex_env_out.g * float(0xFF));
|
||||
ivec2 image_coord = ivec2(gl_FragCoord.xy);
|
||||
|
||||
uint old = imageLoad(shadow_buffer, image_coord).x;
|
||||
|
@ -1567,6 +1590,32 @@ do {
|
|||
out += "color = byteround(last_tex_env_out);\n";
|
||||
}
|
||||
|
||||
if (GLES) {
|
||||
if (!state.alphablend_enable) {
|
||||
switch (state.logic_op) {
|
||||
case FramebufferRegs::LogicOp::Clear:
|
||||
out += "color = vec4(0);\n";
|
||||
break;
|
||||
case FramebufferRegs::LogicOp::Set:
|
||||
out += "color = vec4(1);\n";
|
||||
break;
|
||||
case FramebufferRegs::LogicOp::Copy:
|
||||
// Take the color output as-is
|
||||
break;
|
||||
case FramebufferRegs::LogicOp::CopyInverted:
|
||||
out += "color = ~color;\n";
|
||||
break;
|
||||
case FramebufferRegs::LogicOp::NoOp:
|
||||
// We need to discard the color, but not necessarily the depth. This is not possible
|
||||
// with fragment shader alone, so we emulate this behavior on GLES with glColorMask.
|
||||
break;
|
||||
default:
|
||||
LOG_CRITICAL(HW_GPU, "Unhandled logic_op {:x}", static_cast<int>(state.logic_op));
|
||||
UNIMPLEMENTED();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
out += '}';
|
||||
|
||||
return {std::move(out)};
|
||||
|
@ -1574,7 +1623,7 @@ do {
|
|||
|
||||
ShaderDecompiler::ProgramResult GenerateTrivialVertexShader(bool separable_shader) {
|
||||
std::string out;
|
||||
if (separable_shader) {
|
||||
if (separable_shader && !GLES) {
|
||||
out += "#extension GL_ARB_separate_shader_objects : enable\n";
|
||||
}
|
||||
|
||||
|
@ -1617,8 +1666,8 @@ void main() {
|
|||
|
||||
std::optional<ShaderDecompiler::ProgramResult> GenerateVertexShader(
|
||||
const Pica::Shader::ShaderSetup& setup, const PicaVSConfig& config, bool separable_shader) {
|
||||
std::string out = "";
|
||||
if (separable_shader) {
|
||||
std::string out;
|
||||
if (separable_shader && !GLES) {
|
||||
out += "#extension GL_ARB_separate_shader_objects : enable\n";
|
||||
}
|
||||
|
||||
|
@ -1767,8 +1816,8 @@ void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
|
|||
|
||||
ShaderDecompiler::ProgramResult GenerateFixedGeometryShader(const PicaFixedGSConfig& config,
|
||||
bool separable_shader) {
|
||||
std::string out = "";
|
||||
if (separable_shader) {
|
||||
std::string out;
|
||||
if (separable_shader && !GLES) {
|
||||
out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
|
||||
}
|
||||
|
||||
|
|
|
@ -61,6 +61,8 @@ struct PicaFSConfigState {
|
|||
Pica::RasterizerRegs::DepthBuffering depthmap_enable;
|
||||
Pica::TexturingRegs::FogMode fog_mode;
|
||||
bool fog_flip;
|
||||
bool alphablend_enable;
|
||||
Pica::FramebufferRegs::LogicOp logic_op;
|
||||
|
||||
struct {
|
||||
struct {
|
||||
|
|
|
@ -123,6 +123,7 @@ static void SetShaderSamplerBindings(GLuint shader) {
|
|||
SetShaderSamplerBinding(shader, "tex_cube", TextureUnits::TextureCube);
|
||||
|
||||
// Set the texture samplers to correspond to different lookup table texture units
|
||||
SetShaderSamplerBinding(shader, "texture_buffer_lut_lf", TextureUnits::TextureBufferLUT_LF);
|
||||
SetShaderSamplerBinding(shader, "texture_buffer_lut_rg", TextureUnits::TextureBufferLUT_RG);
|
||||
SetShaderSamplerBinding(shader, "texture_buffer_lut_rgba", TextureUnits::TextureBufferLUT_RGBA);
|
||||
|
||||
|
@ -176,7 +177,10 @@ public:
|
|||
OGLProgram& program = boost::get<OGLProgram>(shader_or_program);
|
||||
program.Create(true, {shader.handle});
|
||||
SetShaderUniformBlockBindings(program.handle);
|
||||
SetShaderSamplerBindings(program.handle);
|
||||
|
||||
if (type == GL_FRAGMENT_SHADER) {
|
||||
SetShaderSamplerBindings(program.handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
namespace OpenGL {
|
||||
|
||||
GLuint LoadShader(const char* source, GLenum type) {
|
||||
const std::string version = GLES ? R"(#version 310 es
|
||||
const std::string version = GLES ? R"(#version 320 es
|
||||
|
||||
#define CITRA_GLES
|
||||
|
||||
|
|
|
@ -12,11 +12,15 @@ namespace OpenGL {
|
|||
// High precision may or may not supported in GLES3. If it isn't, use medium precision instead.
|
||||
static constexpr char fragment_shader_precision_OES[] = R"(
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
precision highp int;
|
||||
precision highp float;
|
||||
precision highp samplerBuffer;
|
||||
precision highp uimage2D;
|
||||
#else
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
precision mediump float;
|
||||
precision mediump samplerBuffer;
|
||||
precision mediump uimage2D;
|
||||
#endif // GL_FRAGMENT_PRECISION_HIGH
|
||||
)";
|
||||
|
||||
|
|
|
@ -58,6 +58,7 @@ OpenGLState::OpenGLState() {
|
|||
texture_cube_unit.texture_cube = 0;
|
||||
texture_cube_unit.sampler = 0;
|
||||
|
||||
texture_buffer_lut_lf.texture_buffer = 0;
|
||||
texture_buffer_lut_rg.texture_buffer = 0;
|
||||
texture_buffer_lut_rgba.texture_buffer = 0;
|
||||
|
||||
|
@ -169,10 +170,17 @@ void OpenGLState::Apply() const {
|
|||
if (blend.enabled != cur_state.blend.enabled) {
|
||||
if (blend.enabled) {
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_COLOR_LOGIC_OP);
|
||||
} else {
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_COLOR_LOGIC_OP);
|
||||
}
|
||||
|
||||
// GLES does not support glLogicOp
|
||||
if (!GLES) {
|
||||
if (blend.enabled) {
|
||||
glDisable(GL_COLOR_LOGIC_OP);
|
||||
} else {
|
||||
glEnable(GL_COLOR_LOGIC_OP);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -196,13 +204,11 @@ void OpenGLState::Apply() const {
|
|||
glBlendEquationSeparate(blend.rgb_equation, blend.a_equation);
|
||||
}
|
||||
|
||||
// GLES3 does not support glLogicOp
|
||||
// GLES does not support glLogicOp
|
||||
if (!GLES) {
|
||||
if (logic_op != cur_state.logic_op) {
|
||||
glLogicOp(logic_op);
|
||||
}
|
||||
} else {
|
||||
LOG_TRACE(Render_OpenGL, "glLogicOps are unimplemented...");
|
||||
}
|
||||
|
||||
// Textures
|
||||
|
@ -224,6 +230,12 @@ void OpenGLState::Apply() const {
|
|||
glBindSampler(TextureUnits::TextureCube.id, texture_cube_unit.sampler);
|
||||
}
|
||||
|
||||
// Texture buffer LUTs
|
||||
if (texture_buffer_lut_lf.texture_buffer != cur_state.texture_buffer_lut_lf.texture_buffer) {
|
||||
glActiveTexture(TextureUnits::TextureBufferLUT_LF.Enum());
|
||||
glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_lf.texture_buffer);
|
||||
}
|
||||
|
||||
// Texture buffer LUTs
|
||||
if (texture_buffer_lut_rg.texture_buffer != cur_state.texture_buffer_lut_rg.texture_buffer) {
|
||||
glActiveTexture(TextureUnits::TextureBufferLUT_RG.Enum());
|
||||
|
@ -354,6 +366,8 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
|
|||
}
|
||||
if (texture_cube_unit.texture_cube == handle)
|
||||
texture_cube_unit.texture_cube = 0;
|
||||
if (texture_buffer_lut_lf.texture_buffer == handle)
|
||||
texture_buffer_lut_lf.texture_buffer = 0;
|
||||
if (texture_buffer_lut_rg.texture_buffer == handle)
|
||||
texture_buffer_lut_rg.texture_buffer = 0;
|
||||
if (texture_buffer_lut_rgba.texture_buffer == handle)
|
||||
|
|
|
@ -22,7 +22,8 @@ constexpr TextureUnit PicaTexture(int unit) {
|
|||
return TextureUnit{unit};
|
||||
}
|
||||
|
||||
constexpr TextureUnit TextureCube{3};
|
||||
constexpr TextureUnit TextureCube{6};
|
||||
constexpr TextureUnit TextureBufferLUT_LF{3};
|
||||
constexpr TextureUnit TextureBufferLUT_RG{4};
|
||||
constexpr TextureUnit TextureBufferLUT_RGBA{5};
|
||||
|
||||
|
@ -101,6 +102,10 @@ public:
|
|||
GLuint sampler; // GL_SAMPLER_BINDING
|
||||
} texture_cube_unit;
|
||||
|
||||
struct {
|
||||
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
|
||||
} texture_buffer_lut_lf;
|
||||
|
||||
struct {
|
||||
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
|
||||
} texture_buffer_lut_rg;
|
||||
|
|
|
@ -29,6 +29,7 @@
|
|||
#include "core/tracer/recorder.h"
|
||||
#include "video_core/debug_utils/debug_utils.h"
|
||||
#include "video_core/rasterizer_interface.h"
|
||||
#include "video_core/renderer_opengl/gl_state.h"
|
||||
#include "video_core/renderer_opengl/gl_vars.h"
|
||||
#include "video_core/renderer_opengl/post_processing_opengl.h"
|
||||
#include "video_core/renderer_opengl/renderer_opengl.h"
|
||||
|
@ -39,7 +40,12 @@ namespace OpenGL {
|
|||
// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
|
||||
// to wait on available presentation frames. There doesn't seem to be much of a downside to a larger
|
||||
// number but 9 swap textures at 60FPS presentation allows for 800% speed so thats probably fine
|
||||
#ifdef ANDROID
|
||||
// Reduce the size of swap_chain, since the UI only allows upto 200% speed.
|
||||
constexpr std::size_t SWAP_CHAIN_SIZE = 6;
|
||||
#else
|
||||
constexpr std::size_t SWAP_CHAIN_SIZE = 9;
|
||||
#endif
|
||||
|
||||
class OGLTextureMailboxException : public std::runtime_error {
|
||||
public:
|
||||
|
@ -96,7 +102,7 @@ public:
|
|||
frame->color.Create();
|
||||
state.renderbuffer = frame->color.handle;
|
||||
state.Apply();
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, width, height);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
|
||||
|
||||
// Recreate the FBO for the render target
|
||||
frame->render.Release();
|
||||
|
@ -1197,14 +1203,18 @@ static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum
|
|||
|
||||
/// Initialize the renderer
|
||||
VideoCore::ResultStatus RendererOpenGL::Init() {
|
||||
#ifndef ANDROID
|
||||
if (!gladLoadGL()) {
|
||||
return VideoCore::ResultStatus::ErrorBelowGL33;
|
||||
}
|
||||
|
||||
// Qualcomm has some spammy info messages that are marked as errors but not important
|
||||
// https://developer.qualcomm.com/comment/11845
|
||||
if (GLAD_GL_KHR_debug) {
|
||||
glEnable(GL_DEBUG_OUTPUT);
|
||||
glDebugMessageCallback(DebugHandler, nullptr);
|
||||
}
|
||||
#endif
|
||||
|
||||
const char* gl_version{reinterpret_cast<char const*>(glGetString(GL_VERSION))};
|
||||
const char* gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
|
||||
|
|
|
@ -0,0 +1,254 @@
|
|||
// Copyright 2020 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <chrono>
|
||||
#include <vector>
|
||||
|
||||
#include <fmt/chrono.h>
|
||||
|
||||
#include "common/logging/log.h"
|
||||
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
|
||||
#include "video_core/renderer_opengl/gl_state.h"
|
||||
#include "video_core/renderer_opengl/gl_vars.h"
|
||||
#include "video_core/renderer_opengl/texture_downloader_es.h"
|
||||
|
||||
#include "shaders/depth_to_color.frag"
|
||||
#include "shaders/depth_to_color.vert"
|
||||
#include "shaders/ds_to_color.frag"
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
/**
|
||||
* Self tests for the texture downloader
|
||||
*/
|
||||
void TextureDownloaderES::Test() {
|
||||
auto cur_state = OpenGLState::GetCurState();
|
||||
OpenGLState state;
|
||||
|
||||
{
|
||||
GLint range[2];
|
||||
GLint precision;
|
||||
#define PRECISION_TEST(type) \
|
||||
glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, type, range, &precision); \
|
||||
LOG_INFO(Render_OpenGL, #type " range: [{}, {}], precision: {}", range[0], range[1], precision);
|
||||
PRECISION_TEST(GL_LOW_INT);
|
||||
PRECISION_TEST(GL_MEDIUM_INT);
|
||||
PRECISION_TEST(GL_HIGH_INT);
|
||||
PRECISION_TEST(GL_LOW_FLOAT);
|
||||
PRECISION_TEST(GL_MEDIUM_FLOAT);
|
||||
PRECISION_TEST(GL_HIGH_FLOAT);
|
||||
#undef PRECISION_TEST
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
const auto test = [this, &state](FormatTuple tuple, auto original_data, std::size_t tex_size,
|
||||
auto data_generator) {
|
||||
OGLTexture texture;
|
||||
texture.Create();
|
||||
state.texture_units[0].texture_2d = texture.handle;
|
||||
state.Apply();
|
||||
|
||||
original_data.resize(tex_size * tex_size);
|
||||
for (std::size_t idx = 0; idx < original_data.size(); ++idx)
|
||||
original_data[idx] = data_generator(idx);
|
||||
glTexStorage2D(GL_TEXTURE_2D, 1, tuple.internal_format, tex_size, tex_size);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, tex_size, tex_size, tuple.format, tuple.type,
|
||||
original_data.data());
|
||||
|
||||
decltype(original_data) new_data(original_data.size());
|
||||
glFinish();
|
||||
auto start = std::chrono::high_resolution_clock::now();
|
||||
GetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, tex_size, tex_size,
|
||||
new_data.data());
|
||||
glFinish();
|
||||
auto time = std::chrono::high_resolution_clock::now() - start;
|
||||
LOG_INFO(Render_OpenGL, "test took {}", std::chrono::duration<double, std::milli>(time));
|
||||
|
||||
int diff = 0;
|
||||
for (std::size_t idx = 0; idx < original_data.size(); ++idx)
|
||||
if (new_data[idx] - original_data[idx] != diff) {
|
||||
diff = new_data[idx] - original_data[idx];
|
||||
// every time the error between the real and expected value changes, log it
|
||||
// some error is expected in D24 due to floating point precision
|
||||
LOG_WARNING(Render_OpenGL, "difference changed at {:#X}: {:#X} -> {:#X}", idx,
|
||||
original_data[idx], new_data[idx]);
|
||||
}
|
||||
};
|
||||
LOG_INFO(Render_OpenGL, "GL_DEPTH24_STENCIL8 download test starting");
|
||||
test(depth_format_tuples[3], std::vector<u32>{}, 4096,
|
||||
[](std::size_t idx) { return static_cast<u32>((idx << 8) | (idx & 0xFF)); });
|
||||
LOG_INFO(Render_OpenGL, "GL_DEPTH_COMPONENT24 download test starting");
|
||||
test(depth_format_tuples[2], std::vector<u32>{}, 4096,
|
||||
[](std::size_t idx) { return static_cast<u32>(idx << 8); });
|
||||
LOG_INFO(Render_OpenGL, "GL_DEPTH_COMPONENT16 download test starting");
|
||||
test(depth_format_tuples[0], std::vector<u16>{}, 256,
|
||||
[](std::size_t idx) { return static_cast<u16>(idx); });
|
||||
|
||||
cur_state.Apply();
|
||||
}
|
||||
|
||||
TextureDownloaderES::TextureDownloaderES(bool enable_depth_stencil) {
|
||||
vao.Create();
|
||||
read_fbo_generic.Create();
|
||||
|
||||
depth32_fbo.Create();
|
||||
r32ui_renderbuffer.Create();
|
||||
depth16_fbo.Create();
|
||||
r16_renderbuffer.Create();
|
||||
|
||||
const auto init_program = [](ConversionShader& converter, std::string_view frag) {
|
||||
converter.program.Create(depth_to_color_vert.data(), frag.data());
|
||||
converter.lod_location = glGetUniformLocation(converter.program.handle, "lod");
|
||||
};
|
||||
|
||||
// xperia64: The depth stencil shader currently uses a GLES extension that is not supported
|
||||
// across all devices Reportedly broken on Tegra devices and the Nexus 6P, so enabling it can be
|
||||
// toggled
|
||||
if (enable_depth_stencil) {
|
||||
init_program(d24s8_r32ui_conversion_shader, ds_to_color_frag);
|
||||
}
|
||||
|
||||
init_program(d24_r32ui_conversion_shader, depth_to_color_frag);
|
||||
init_program(d16_r16_conversion_shader, R"(
|
||||
out highp float color;
|
||||
|
||||
uniform highp sampler2D depth;
|
||||
uniform int lod;
|
||||
|
||||
void main(){
|
||||
color = texelFetch(depth, ivec2(gl_FragCoord.xy), lod).x;
|
||||
}
|
||||
)");
|
||||
|
||||
sampler.Create();
|
||||
glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glSamplerParameteri(sampler.handle, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
auto cur_state = OpenGLState::GetCurState();
|
||||
auto state = cur_state;
|
||||
|
||||
state.draw.shader_program = d24s8_r32ui_conversion_shader.program.handle;
|
||||
state.draw.draw_framebuffer = depth32_fbo.handle;
|
||||
state.renderbuffer = r32ui_renderbuffer.handle;
|
||||
state.Apply();
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_R32UI, max_size, max_size);
|
||||
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
|
||||
r32ui_renderbuffer.handle);
|
||||
glUniform1i(glGetUniformLocation(d24s8_r32ui_conversion_shader.program.handle, "depth"), 1);
|
||||
|
||||
state.draw.draw_framebuffer = depth16_fbo.handle;
|
||||
state.renderbuffer = r16_renderbuffer.handle;
|
||||
state.Apply();
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_R16, max_size, max_size);
|
||||
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
|
||||
r16_renderbuffer.handle);
|
||||
|
||||
cur_state.Apply();
|
||||
}
|
||||
|
||||
/**
|
||||
* OpenGL ES does not support glReadBuffer for depth/stencil formats
|
||||
* This gets around it by converting to a Red surface before downloading
|
||||
*/
|
||||
GLuint TextureDownloaderES::ConvertDepthToColor(GLuint level, GLenum& format, GLenum& type,
|
||||
GLint height, GLint width) {
|
||||
ASSERT(width <= max_size && height <= max_size);
|
||||
const OpenGLState cur_state = OpenGLState::GetCurState();
|
||||
OpenGLState state;
|
||||
state.texture_units[0] = {cur_state.texture_units[0].texture_2d, sampler.handle};
|
||||
state.draw.vertex_array = vao.handle;
|
||||
|
||||
OGLTexture texture_view;
|
||||
const ConversionShader* converter;
|
||||
switch (type) {
|
||||
case GL_UNSIGNED_SHORT:
|
||||
state.draw.draw_framebuffer = depth16_fbo.handle;
|
||||
converter = &d16_r16_conversion_shader;
|
||||
format = GL_RED;
|
||||
break;
|
||||
case GL_UNSIGNED_INT:
|
||||
state.draw.draw_framebuffer = depth32_fbo.handle;
|
||||
converter = &d24_r32ui_conversion_shader;
|
||||
format = GL_RED_INTEGER;
|
||||
break;
|
||||
case GL_UNSIGNED_INT_24_8:
|
||||
state.draw.draw_framebuffer = depth32_fbo.handle;
|
||||
converter = &d24s8_r32ui_conversion_shader;
|
||||
format = GL_RED_INTEGER;
|
||||
type = GL_UNSIGNED_INT;
|
||||
break;
|
||||
default:
|
||||
UNREACHABLE_MSG("Destination type not recognized");
|
||||
}
|
||||
state.draw.shader_program = converter->program.handle;
|
||||
state.viewport = {0, 0, width, height};
|
||||
state.Apply();
|
||||
if (converter->program.handle == d24s8_r32ui_conversion_shader.program.handle) {
|
||||
// TODO BreadFish64: the ARM framebuffer reading extension is probably not the most optimal
|
||||
// way to do this, search for another solution
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
|
||||
state.texture_units[0].texture_2d, level);
|
||||
}
|
||||
|
||||
glUniform1i(converter->lod_location, level);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
if (texture_view.handle) {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
|
||||
}
|
||||
return state.draw.draw_framebuffer;
|
||||
}
|
||||
|
||||
/**
|
||||
* OpenGL ES does not support glGetTexImage. Obtain the pixels by attaching the
|
||||
* texture to a framebuffer.
|
||||
* Originally from https://github.com/apitrace/apitrace/blob/master/retrace/glstate_images.cpp
|
||||
* Depth texture download assumes that the texture's format tuple matches what is found
|
||||
* OpenGL::depth_format_tuples
|
||||
*/
|
||||
void TextureDownloaderES::GetTexImage(GLenum target, GLuint level, GLenum format, GLenum type,
|
||||
GLint height, GLint width, void* pixels) {
|
||||
OpenGLState state = OpenGLState::GetCurState();
|
||||
GLuint texture;
|
||||
const GLuint old_read_buffer = state.draw.read_framebuffer;
|
||||
switch (target) {
|
||||
case GL_TEXTURE_2D:
|
||||
texture = state.texture_units[0].texture_2d;
|
||||
break;
|
||||
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
|
||||
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
|
||||
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
|
||||
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
|
||||
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
|
||||
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
|
||||
texture = state.texture_cube_unit.texture_cube;
|
||||
break;
|
||||
default:
|
||||
UNIMPLEMENTED_MSG("Unexpected target {:x}", target);
|
||||
}
|
||||
|
||||
switch (format) {
|
||||
case GL_DEPTH_COMPONENT:
|
||||
case GL_DEPTH_STENCIL:
|
||||
// unfortunately, the accurate way is too slow for release
|
||||
return;
|
||||
state.draw.read_framebuffer = ConvertDepthToColor(level, format, type, height, width);
|
||||
state.Apply();
|
||||
break;
|
||||
default:
|
||||
state.draw.read_framebuffer = read_fbo_generic.handle;
|
||||
state.Apply();
|
||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture,
|
||||
level);
|
||||
}
|
||||
GLenum status = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_DEBUG(Render_OpenGL, "Framebuffer is incomplete, status: {:X}", status);
|
||||
}
|
||||
glReadPixels(0, 0, width, height, format, type, pixels);
|
||||
|
||||
state.draw.read_framebuffer = old_read_buffer;
|
||||
state.Apply();
|
||||
}
|
||||
|
||||
} // namespace OpenGL
|
|
@ -0,0 +1,36 @@
|
|||
// Copyright 2020 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "common/common_types.h"
|
||||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||
|
||||
namespace OpenGL {
|
||||
class OpenGLState;
|
||||
|
||||
class TextureDownloaderES {
|
||||
static constexpr u16 max_size = 1024;
|
||||
|
||||
OGLVertexArray vao;
|
||||
OGLFramebuffer read_fbo_generic;
|
||||
OGLFramebuffer depth32_fbo, depth16_fbo;
|
||||
OGLRenderbuffer r32ui_renderbuffer, r16_renderbuffer;
|
||||
struct ConversionShader {
|
||||
OGLProgram program;
|
||||
GLint lod_location{-1};
|
||||
} d24_r32ui_conversion_shader, d16_r16_conversion_shader, d24s8_r32ui_conversion_shader;
|
||||
OGLSampler sampler;
|
||||
|
||||
void Test();
|
||||
GLuint ConvertDepthToColor(GLuint level, GLenum& format, GLenum& type, GLint height,
|
||||
GLint width);
|
||||
|
||||
public:
|
||||
TextureDownloaderES(bool enable_depth_stencil);
|
||||
|
||||
void GetTexImage(GLenum target, GLuint level, GLenum format, const GLenum type, GLint height,
|
||||
GLint width, void* pixels);
|
||||
};
|
||||
} // namespace OpenGL
|
|
@ -34,30 +34,14 @@
|
|||
#include "video_core/renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.h"
|
||||
|
||||
#include "shaders/refine.frag"
|
||||
#include "shaders/refine.vert"
|
||||
#include "shaders/tex_coord.vert"
|
||||
#include "shaders/x_gradient.frag"
|
||||
#include "shaders/y_gradient.frag"
|
||||
#include "shaders/y_gradient.vert"
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
Anime4kUltrafast::Anime4kUltrafast(u16 scale_factor) : TextureFilterBase(scale_factor) {
|
||||
const OpenGLState cur_state = OpenGLState::GetCurState();
|
||||
const auto setup_temp_tex = [this](TempTex& texture, GLint internal_format, GLint format) {
|
||||
texture.fbo.Create();
|
||||
texture.tex.Create();
|
||||
state.draw.draw_framebuffer = texture.fbo.handle;
|
||||
state.Apply();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE, texture.tex.handle);
|
||||
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, internal_format, 1024 * internal_scale_factor,
|
||||
1024 * internal_scale_factor, 0, format, GL_HALF_FLOAT, nullptr);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE,
|
||||
texture.tex.handle, 0);
|
||||
};
|
||||
setup_temp_tex(LUMAD, GL_R16F, GL_RED);
|
||||
setup_temp_tex(XY, GL_RG16F, GL_RG);
|
||||
|
||||
vao.Create();
|
||||
|
||||
|
@ -65,17 +49,17 @@ Anime4kUltrafast::Anime4kUltrafast(u16 scale_factor) : TextureFilterBase(scale_f
|
|||
samplers[idx].Create();
|
||||
state.texture_units[idx].sampler = samplers[idx].handle;
|
||||
glSamplerParameteri(samplers[idx].handle, GL_TEXTURE_MIN_FILTER,
|
||||
idx == 0 ? GL_LINEAR : GL_NEAREST);
|
||||
idx != 2 ? GL_LINEAR : GL_NEAREST);
|
||||
glSamplerParameteri(samplers[idx].handle, GL_TEXTURE_MAG_FILTER,
|
||||
idx == 0 ? GL_LINEAR : GL_NEAREST);
|
||||
idx != 2 ? GL_LINEAR : GL_NEAREST);
|
||||
glSamplerParameteri(samplers[idx].handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(samplers[idx].handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
state.draw.vertex_array = vao.handle;
|
||||
|
||||
gradient_x_program.Create(tex_coord_vert.data(), x_gradient_frag.data());
|
||||
gradient_y_program.Create(y_gradient_vert.data(), y_gradient_frag.data());
|
||||
refine_program.Create(refine_vert.data(), refine_frag.data());
|
||||
gradient_y_program.Create(tex_coord_vert.data(), y_gradient_frag.data());
|
||||
refine_program.Create(tex_coord_vert.data(), refine_frag.data());
|
||||
|
||||
state.draw.shader_program = gradient_y_program.handle;
|
||||
state.Apply();
|
||||
|
@ -84,8 +68,6 @@ Anime4kUltrafast::Anime4kUltrafast(u16 scale_factor) : TextureFilterBase(scale_f
|
|||
state.draw.shader_program = refine_program.handle;
|
||||
state.Apply();
|
||||
glUniform1i(glGetUniformLocation(refine_program.handle, "LUMAD"), 1);
|
||||
glUniform1f(glGetUniformLocation(refine_program.handle, "final_scale"),
|
||||
static_cast<GLfloat>(internal_scale_factor) / scale_factor);
|
||||
|
||||
cur_state.Apply();
|
||||
}
|
||||
|
@ -95,20 +77,48 @@ void Anime4kUltrafast::Filter(GLuint src_tex, const Common::Rectangle<u32>& src_
|
|||
GLuint read_fb_handle, GLuint draw_fb_handle) {
|
||||
const OpenGLState cur_state = OpenGLState::GetCurState();
|
||||
|
||||
// These will have handles from the previous texture that was filtered, reset them to avoid
|
||||
// binding invalid textures.
|
||||
state.texture_units[0].texture_2d = 0;
|
||||
state.texture_units[1].texture_2d = 0;
|
||||
state.texture_units[2].texture_2d = 0;
|
||||
|
||||
const auto setup_temp_tex = [this, &src_rect](GLint internal_format, GLint format) {
|
||||
TempTex texture;
|
||||
texture.fbo.Create();
|
||||
texture.tex.Create();
|
||||
state.texture_units[0].texture_2d = texture.tex.handle;
|
||||
state.draw.draw_framebuffer = texture.fbo.handle;
|
||||
state.Apply();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture.tex.handle);
|
||||
if (GL_ARB_texture_storage) {
|
||||
glTexStorage2D(GL_TEXTURE_2D, 1, internal_format,
|
||||
src_rect.GetWidth() * internal_scale_factor,
|
||||
src_rect.GetHeight() * internal_scale_factor);
|
||||
} else {
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D, 0, internal_format, src_rect.GetWidth() * internal_scale_factor,
|
||||
src_rect.GetHeight() * internal_scale_factor, 0, format, GL_HALF_FLOAT, nullptr);
|
||||
}
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
|
||||
texture.tex.handle, 0);
|
||||
return texture;
|
||||
};
|
||||
auto XY = setup_temp_tex(GL_RG16F, GL_RG);
|
||||
auto LUMAD = setup_temp_tex(GL_R16F, GL_RED);
|
||||
|
||||
state.viewport = {static_cast<GLint>(src_rect.left * internal_scale_factor),
|
||||
static_cast<GLint>(src_rect.bottom * internal_scale_factor),
|
||||
static_cast<GLsizei>(src_rect.GetWidth() * internal_scale_factor),
|
||||
static_cast<GLsizei>(src_rect.GetHeight() * internal_scale_factor)};
|
||||
state.texture_units[0].texture_2d = src_tex;
|
||||
state.texture_units[1].texture_2d = LUMAD.tex.handle;
|
||||
state.texture_units[2].texture_2d = XY.tex.handle;
|
||||
state.draw.draw_framebuffer = XY.fbo.handle;
|
||||
state.draw.shader_program = gradient_x_program.handle;
|
||||
state.Apply();
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE, LUMAD.tex.handle);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE, XY.tex.handle);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
// gradient y pass
|
||||
|
|
|
@ -30,8 +30,6 @@ private:
|
|||
OGLTexture tex;
|
||||
OGLFramebuffer fbo;
|
||||
};
|
||||
TempTex LUMAD;
|
||||
TempTex XY;
|
||||
|
||||
std::array<OGLSampler, 3> samplers;
|
||||
|
||||
|
|
|
@ -1,14 +1,12 @@
|
|||
//? #version 330
|
||||
precision mediump float;
|
||||
|
||||
in vec2 tex_coord;
|
||||
in vec2 input_max;
|
||||
|
||||
out vec4 frag_color;
|
||||
|
||||
uniform sampler2D HOOKED;
|
||||
uniform sampler2DRect LUMAD;
|
||||
uniform sampler2DRect LUMAG;
|
||||
|
||||
uniform float final_scale;
|
||||
uniform sampler2D LUMAD;
|
||||
|
||||
const float LINE_DETECT_THRESHOLD = 0.4;
|
||||
const float STRENGTH = 0.6;
|
||||
|
@ -21,12 +19,12 @@ struct RGBAL {
|
|||
};
|
||||
|
||||
vec4 getAverage(vec4 cc, vec4 a, vec4 b, vec4 c) {
|
||||
return cc * (1 - STRENGTH) + ((a + b + c) / 3) * STRENGTH;
|
||||
return cc * (1.0 - STRENGTH) + ((a + b + c) / 3.0) * STRENGTH;
|
||||
}
|
||||
|
||||
#define GetRGBAL(offset) \
|
||||
RGBAL(textureOffset(HOOKED, tex_coord, offset), \
|
||||
texture(LUMAD, clamp((gl_FragCoord.xy + offset) * final_scale, vec2(0.0), input_max)).x)
|
||||
#define GetRGBAL(x_offset, y_offset) \
|
||||
RGBAL(textureLodOffset(HOOKED, tex_coord, 0.0, ivec2(x_offset, y_offset)), \
|
||||
textureLodOffset(LUMAD, tex_coord, 0.0, ivec2(x_offset, y_offset)).x)
|
||||
|
||||
float min3v(float a, float b, float c) {
|
||||
return min(min(a, b), c);
|
||||
|
@ -37,23 +35,23 @@ float max3v(float a, float b, float c) {
|
|||
}
|
||||
|
||||
vec4 Compute() {
|
||||
RGBAL cc = GetRGBAL(ivec2(0));
|
||||
RGBAL cc = GetRGBAL(0, 0);
|
||||
|
||||
if (cc.l > LINE_DETECT_THRESHOLD) {
|
||||
return cc.c;
|
||||
}
|
||||
|
||||
RGBAL tl = GetRGBAL(ivec2(-1, -1));
|
||||
RGBAL t = GetRGBAL(ivec2(0, -1));
|
||||
RGBAL tr = GetRGBAL(ivec2(1, -1));
|
||||
RGBAL tl = GetRGBAL(-1, -1);
|
||||
RGBAL t = GetRGBAL(0, -1);
|
||||
RGBAL tr = GetRGBAL(1, -1);
|
||||
|
||||
RGBAL l = GetRGBAL(ivec2(-1, 0));
|
||||
RGBAL l = GetRGBAL(-1, 0);
|
||||
|
||||
RGBAL r = GetRGBAL(ivec2(1, 0));
|
||||
RGBAL r = GetRGBAL(1, 0);
|
||||
|
||||
RGBAL bl = GetRGBAL(ivec2(-1, 1));
|
||||
RGBAL b = GetRGBAL(ivec2(0, 1));
|
||||
RGBAL br = GetRGBAL(ivec2(1, 1));
|
||||
RGBAL bl = GetRGBAL(-1, 1);
|
||||
RGBAL b = GetRGBAL(0, 1);
|
||||
RGBAL br = GetRGBAL(1, 1);
|
||||
|
||||
// Kernel 0 and 4
|
||||
float maxDark = max3v(br.l, b.l, bl.l);
|
||||
|
|
|
@ -1,14 +0,0 @@
|
|||
//? #version 330
|
||||
out vec2 tex_coord;
|
||||
out vec2 input_max;
|
||||
|
||||
uniform sampler2D HOOKED;
|
||||
|
||||
const vec2 vertices[4] =
|
||||
vec2[4](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0);
|
||||
tex_coord = (vertices[gl_VertexID] + 1.0) / 2.0;
|
||||
input_max = textureSize(HOOKED, 0) * 2.0 - 1.0;
|
||||
}
|
|
@ -1,4 +1,6 @@
|
|||
//? #version 330
|
||||
precision mediump float;
|
||||
|
||||
in vec2 tex_coord;
|
||||
|
||||
out vec2 frag_color;
|
||||
|
@ -7,7 +9,7 @@ uniform sampler2D tex_input;
|
|||
|
||||
const vec3 K = vec3(0.2627, 0.6780, 0.0593);
|
||||
// TODO: improve handling of alpha channel
|
||||
#define GetLum(xoffset) dot(K, textureOffset(tex_input, tex_coord, ivec2(xoffset, 0)).rgb)
|
||||
#define GetLum(xoffset) dot(K, textureLodOffset(tex_input, tex_coord, 0.0, ivec2(xoffset, 0)).rgb)
|
||||
|
||||
void main() {
|
||||
float l = GetLum(-1);
|
||||
|
|
|
@ -1,16 +1,18 @@
|
|||
//? #version 330
|
||||
in vec2 input_max;
|
||||
precision mediump float;
|
||||
|
||||
in vec2 tex_coord;
|
||||
|
||||
out float frag_color;
|
||||
|
||||
uniform sampler2DRect tex_input;
|
||||
uniform sampler2D tex_input;
|
||||
|
||||
void main() {
|
||||
vec2 t = texture(tex_input, min(gl_FragCoord.xy + vec2(0.0, 1.0), input_max)).xy;
|
||||
vec2 c = texture(tex_input, gl_FragCoord.xy).xy;
|
||||
vec2 b = texture(tex_input, max(gl_FragCoord.xy - vec2(0.0, 1.0), vec2(0.0))).xy;
|
||||
vec2 t = textureLodOffset(tex_input, tex_coord, 0.0, ivec2(0, 1)).xy;
|
||||
vec2 c = textureLod(tex_input, tex_coord, 0.0).xy;
|
||||
vec2 b = textureLodOffset(tex_input, tex_coord, 0.0, ivec2(0, -1)).xy;
|
||||
|
||||
vec2 grad = vec2(t.x + 2 * c.x + b.x, b.y - t.y);
|
||||
vec2 grad = vec2(t.x + 2.0 * c.x + b.x, b.y - t.y);
|
||||
|
||||
frag_color = 1 - length(grad);
|
||||
frag_color = 1.0 - length(grad);
|
||||
}
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
//? #version 330
|
||||
precision mediump float;
|
||||
|
||||
in vec2 tex_coord;
|
||||
|
||||
out vec4 frag_color;
|
||||
|
@ -18,7 +20,7 @@ vec4 cubic(float v) {
|
|||
|
||||
vec4 textureBicubic(sampler2D sampler, vec2 texCoords) {
|
||||
|
||||
vec2 texSize = textureSize(sampler, 0);
|
||||
vec2 texSize = vec2(textureSize(sampler, 0));
|
||||
vec2 invTexSize = 1.0 / texSize;
|
||||
|
||||
texCoords = texCoords * texSize - 0.5;
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
//? #version 330
|
||||
precision mediump float;
|
||||
|
||||
in vec2 tex_coord;
|
||||
in vec2 source_size;
|
||||
in vec2 output_size;
|
||||
|
@ -6,7 +8,7 @@ in vec2 output_size;
|
|||
out vec4 frag_color;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform float scale;
|
||||
uniform lowp float scale;
|
||||
|
||||
const int BLEND_NONE = 0;
|
||||
const int BLEND_NORMAL = 1;
|
||||
|
@ -42,12 +44,12 @@ float GetLeftRatio(vec2 center, vec2 origin, vec2 direction) {
|
|||
return smoothstep(-sqrt(2.0) / 2.0, sqrt(2.0) / 2.0, v);
|
||||
}
|
||||
|
||||
vec2 pos = fract(tex_coord * source_size) - vec2(0.5, 0.5);
|
||||
vec2 coord = tex_coord - pos / source_size;
|
||||
|
||||
#define P(x, y) textureOffset(tex, coord, ivec2(x, y))
|
||||
|
||||
void main() {
|
||||
vec2 pos = fract(tex_coord * source_size) - vec2(0.5, 0.5);
|
||||
vec2 coord = tex_coord - pos / source_size;
|
||||
|
||||
//---------------------------------------
|
||||
// Input Pixel Mapping: -|x|x|x|-
|
||||
// x|A|B|C|x
|
||||
|
@ -142,15 +144,15 @@ void main() {
|
|||
(IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) &&
|
||||
IsPixEqual(F, C) && !IsPixEqual(E, I))));
|
||||
vec2 origin = vec2(0.0, 1.0 / sqrt(2.0));
|
||||
ivec2 direction = ivec2(1, -1);
|
||||
vec2 direction = vec2(1.0, -1.0);
|
||||
if (doLineBlend) {
|
||||
bool haveShallowLine =
|
||||
(STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && E != G && D != G;
|
||||
bool haveSteepLine =
|
||||
(STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && E != C && B != C;
|
||||
origin = haveShallowLine ? vec2(0.0, 0.25) : vec2(0.0, 0.5);
|
||||
direction.x += haveShallowLine ? 1 : 0;
|
||||
direction.y -= haveSteepLine ? 1 : 0;
|
||||
direction.x += haveShallowLine ? 1.0 : 0.0;
|
||||
direction.y -= haveSteepLine ? 1.0 : 0.0;
|
||||
}
|
||||
vec4 blendPix = mix(H, F, step(ColorDist(E, F), ColorDist(E, H)));
|
||||
res = mix(res, blendPix, GetLeftRatio(pos, origin, direction));
|
||||
|
@ -169,15 +171,15 @@ void main() {
|
|||
(IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) &&
|
||||
IsPixEqual(H, I) && !IsPixEqual(E, G))));
|
||||
vec2 origin = vec2(-1.0 / sqrt(2.0), 0.0);
|
||||
ivec2 direction = ivec2(1, 1);
|
||||
vec2 direction = vec2(1.0, 1.0);
|
||||
if (doLineBlend) {
|
||||
bool haveShallowLine =
|
||||
(STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && E != A && B != A;
|
||||
bool haveSteepLine =
|
||||
(STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && E != I && F != I;
|
||||
origin = haveShallowLine ? vec2(-0.25, 0.0) : vec2(-0.5, 0.0);
|
||||
direction.y += haveShallowLine ? 1 : 0;
|
||||
direction.x += haveSteepLine ? 1 : 0;
|
||||
direction.y += haveShallowLine ? 1.0 : 0.0;
|
||||
direction.x += haveSteepLine ? 1.0 : 0.0;
|
||||
}
|
||||
origin = origin;
|
||||
direction = direction;
|
||||
|
@ -198,15 +200,15 @@ void main() {
|
|||
(IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) &&
|
||||
IsPixEqual(B, A) && !IsPixEqual(E, C))));
|
||||
vec2 origin = vec2(1.0 / sqrt(2.0), 0.0);
|
||||
ivec2 direction = ivec2(-1, -1);
|
||||
vec2 direction = vec2(-1.0, -1.0);
|
||||
if (doLineBlend) {
|
||||
bool haveShallowLine =
|
||||
(STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && E != I && H != I;
|
||||
bool haveSteepLine =
|
||||
(STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && E != A && D != A;
|
||||
origin = haveShallowLine ? vec2(0.25, 0.0) : vec2(0.5, 0.0);
|
||||
direction.y -= haveShallowLine ? 1 : 0;
|
||||
direction.x -= haveSteepLine ? 1 : 0;
|
||||
direction.y -= haveShallowLine ? 1.0 : 0.0;
|
||||
direction.x -= haveSteepLine ? 1.0 : 0.0;
|
||||
}
|
||||
vec4 blendPix = mix(F, B, step(ColorDist(E, B), ColorDist(E, F)));
|
||||
res = mix(res, blendPix, GetLeftRatio(pos, origin, direction));
|
||||
|
@ -225,15 +227,15 @@ void main() {
|
|||
(IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) &&
|
||||
IsPixEqual(D, G) && !IsPixEqual(E, A))));
|
||||
vec2 origin = vec2(0.0, -1.0 / sqrt(2.0));
|
||||
ivec2 direction = ivec2(-1, 1);
|
||||
vec2 direction = vec2(-1.0, 1.0);
|
||||
if (doLineBlend) {
|
||||
bool haveShallowLine =
|
||||
(STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && E != C && F != C;
|
||||
bool haveSteepLine =
|
||||
(STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && E != G && H != G;
|
||||
origin = haveShallowLine ? vec2(0.0, -0.25) : vec2(0.0, -0.5);
|
||||
direction.x -= haveShallowLine ? 1 : 0;
|
||||
direction.y += haveSteepLine ? 1 : 0;
|
||||
direction.x -= haveShallowLine ? 1.0 : 0.0;
|
||||
direction.y += haveSteepLine ? 1.0 : 0.0;
|
||||
}
|
||||
vec4 blendPix = mix(D, B, step(ColorDist(E, B), ColorDist(E, D)));
|
||||
res = mix(res, blendPix, GetLeftRatio(pos, origin, direction));
|
||||
|
|
|
@ -4,7 +4,7 @@ out vec2 source_size;
|
|||
out vec2 output_size;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform float scale;
|
||||
uniform lowp float scale;
|
||||
|
||||
const vec2 vertices[4] =
|
||||
vec2[4](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
|
||||
|
@ -12,6 +12,6 @@ const vec2 vertices[4] =
|
|||
void main() {
|
||||
gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0);
|
||||
tex_coord = (vertices[gl_VertexID] + 1.0) / 2.0;
|
||||
source_size = textureSize(tex, 0);
|
||||
source_size = vec2(textureSize(tex, 0));
|
||||
output_size = source_size * scale;
|
||||
}
|
||||
|
|
Reference in New Issue