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renderer_opengl: implement layer stack composition

This commit is contained in:
Liam 2024-01-18 20:47:50 -05:00
parent 9bdf09bd76
commit 10cf058518
10 changed files with 402 additions and 290 deletions

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@ -122,6 +122,9 @@ add_library(video_core STATIC
renderer_opengl/present/fsr.h renderer_opengl/present/fsr.h
renderer_opengl/present/fxaa.cpp renderer_opengl/present/fxaa.cpp
renderer_opengl/present/fxaa.h renderer_opengl/present/fxaa.h
renderer_opengl/present/layer.cpp
renderer_opengl/present/layer.h
renderer_opengl/present/present_uniforms.h
renderer_opengl/present/smaa.cpp renderer_opengl/present/smaa.cpp
renderer_opengl/present/smaa.h renderer_opengl/present/smaa.h
renderer_opengl/present/util.h renderer_opengl/present/util.h

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@ -1,18 +1,12 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project // SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
#include "video_core/framebuffer_config.h" #include "common/settings.h"
#include "video_core/renderer_opengl/gl_blit_screen.h" #include "video_core/renderer_opengl/gl_blit_screen.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_state_tracker.h" #include "video_core/renderer_opengl/gl_state_tracker.h"
#include "video_core/renderer_opengl/present/filters.h" #include "video_core/renderer_opengl/present/filters.h"
#include "video_core/renderer_opengl/present/fsr.h" #include "video_core/renderer_opengl/present/layer.h"
#include "video_core/renderer_opengl/present/fxaa.h"
#include "video_core/renderer_opengl/present/smaa.h"
#include "video_core/renderer_opengl/present/window_adapt_pass.h" #include "video_core/renderer_opengl/present/window_adapt_pass.h"
#include "video_core/textures/decoders.h"
namespace OpenGL { namespace OpenGL {
@ -21,130 +15,12 @@ BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
StateTracker& state_tracker_, ProgramManager& program_manager_, StateTracker& state_tracker_, ProgramManager& program_manager_,
Device& device_) Device& device_)
: rasterizer(rasterizer_), device_memory(device_memory_), state_tracker(state_tracker_), : rasterizer(rasterizer_), device_memory(device_memory_), state_tracker(state_tracker_),
program_manager(program_manager_), device(device_) { program_manager(program_manager_), device(device_) {}
// Allocate textures for the screen
framebuffer_texture.resource.Create(GL_TEXTURE_2D);
const GLuint texture = framebuffer_texture.resource.handle;
glTextureStorage2D(texture, 1, GL_RGBA8, 1, 1);
// Clear screen to black
const u8 framebuffer_data[4] = {0, 0, 0, 0};
glClearTexImage(framebuffer_texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE,
framebuffer_data);
}
BlitScreen::~BlitScreen() = default; BlitScreen::~BlitScreen() = default;
FramebufferTextureInfo BlitScreen::PrepareRenderTarget( void BlitScreen::DrawScreen(std::span<const Tegra::FramebufferConfig> framebuffers,
const Tegra::FramebufferConfig& framebuffer) {
// If framebuffer is provided, reload it from memory to a texture
if (framebuffer_texture.width != static_cast<GLsizei>(framebuffer.width) ||
framebuffer_texture.height != static_cast<GLsizei>(framebuffer.height) ||
framebuffer_texture.pixel_format != framebuffer.pixel_format ||
gl_framebuffer_data.empty()) {
// Reallocate texture if the framebuffer size has changed.
// This is expected to not happen very often and hence should not be a
// performance problem.
ConfigureFramebufferTexture(framebuffer);
}
// Load the framebuffer from memory if needed
return LoadFBToScreenInfo(framebuffer);
}
FramebufferTextureInfo BlitScreen::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
const DAddr framebuffer_addr{framebuffer.address + framebuffer.offset};
const auto accelerated_info =
rasterizer.AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride);
if (accelerated_info) {
return *accelerated_info;
}
// Reset the screen info's display texture to its own permanent texture
FramebufferTextureInfo info{};
info.display_texture = framebuffer_texture.resource.handle;
info.width = framebuffer.width;
info.height = framebuffer.height;
info.scaled_width = framebuffer.width;
info.scaled_height = framebuffer.height;
// TODO(Rodrigo): Read this from HLE
constexpr u32 block_height_log2 = 4;
const auto pixel_format{
VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)};
const u64 size_in_bytes{Tegra::Texture::CalculateSize(
true, bytes_per_pixel, framebuffer.stride, framebuffer.height, 1, block_height_log2, 0)};
const u8* const host_ptr{device_memory.GetPointer<u8>(framebuffer_addr)};
const std::span<const u8> input_data(host_ptr, size_in_bytes);
Tegra::Texture::UnswizzleTexture(gl_framebuffer_data, input_data, bytes_per_pixel,
framebuffer.width, framebuffer.height, 1, block_height_log2,
0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(framebuffer.stride));
// Update existing texture
// TODO: Test what happens on hardware when you change the framebuffer dimensions so that
// they differ from the LCD resolution.
// TODO: Applications could theoretically crash yuzu here by specifying too large
// framebuffer sizes. We should make sure that this cannot happen.
glTextureSubImage2D(framebuffer_texture.resource.handle, 0, 0, 0, framebuffer.width,
framebuffer.height, framebuffer_texture.gl_format,
framebuffer_texture.gl_type, gl_framebuffer_data.data());
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
return info;
}
void BlitScreen::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer) {
framebuffer_texture.width = framebuffer.width;
framebuffer_texture.height = framebuffer.height;
framebuffer_texture.pixel_format = framebuffer.pixel_format;
const auto pixel_format{
VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)};
gl_framebuffer_data.resize(framebuffer_texture.width * framebuffer_texture.height *
bytes_per_pixel);
GLint internal_format;
switch (framebuffer.pixel_format) {
case Service::android::PixelFormat::Rgba8888:
internal_format = GL_RGBA8;
framebuffer_texture.gl_format = GL_RGBA;
framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case Service::android::PixelFormat::Rgb565:
internal_format = GL_RGB565;
framebuffer_texture.gl_format = GL_RGB;
framebuffer_texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
default:
internal_format = GL_RGBA8;
framebuffer_texture.gl_format = GL_RGBA;
framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
// UNIMPLEMENTED_MSG("Unknown framebuffer pixel format: {}",
// static_cast<u32>(framebuffer.pixel_format));
break;
}
framebuffer_texture.resource.Release();
framebuffer_texture.resource.Create(GL_TEXTURE_2D);
glTextureStorage2D(framebuffer_texture.resource.handle, 1, internal_format,
framebuffer_texture.width, framebuffer_texture.height);
fxaa.reset();
smaa.reset();
}
void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
const Layout::FramebufferLayout& layout) { const Layout::FramebufferLayout& layout) {
FramebufferTextureInfo info = PrepareRenderTarget(framebuffer);
auto crop = Tegra::NormalizeCrop(framebuffer, info.width, info.height);
// TODO: Signal state tracker about these changes // TODO: Signal state tracker about these changes
state_tracker.NotifyScreenDrawVertexArray(); state_tracker.NotifyScreenDrawVertexArray();
state_tracker.NotifyPolygonModes(); state_tracker.NotifyPolygonModes();
@ -163,7 +39,6 @@ void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
state_tracker.NotifyLogicOp(); state_tracker.NotifyLogicOp();
state_tracker.NotifyClipControl(); state_tracker.NotifyClipControl();
state_tracker.NotifyAlphaTest(); state_tracker.NotifyAlphaTest();
state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE); state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
@ -180,76 +55,17 @@ void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthRangeIndexed(0, 0.0, 0.0); glDepthRangeIndexed(0, 0.0, 0.0);
GLint old_read_fb; while (layers.size() < framebuffers.size()) {
GLint old_draw_fb; layers.emplace_back(rasterizer, device_memory);
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
GLuint texture = info.display_texture;
auto anti_aliasing = Settings::values.anti_aliasing.GetValue();
if (anti_aliasing != Settings::AntiAliasing::None) {
glEnablei(GL_SCISSOR_TEST, 0);
auto scissor_width = Settings::values.resolution_info.ScaleUp(framebuffer_texture.width);
auto viewport_width = static_cast<GLfloat>(scissor_width);
auto scissor_height = Settings::values.resolution_info.ScaleUp(framebuffer_texture.height);
auto viewport_height = static_cast<GLfloat>(scissor_height);
glScissorIndexed(0, 0, 0, scissor_width, scissor_height);
glViewportIndexedf(0, 0.0f, 0.0f, viewport_width, viewport_height);
switch (anti_aliasing) {
case Settings::AntiAliasing::Fxaa:
CreateFXAA();
texture = fxaa->Draw(program_manager, info.display_texture);
break;
case Settings::AntiAliasing::Smaa:
default:
CreateSMAA();
texture = smaa->Draw(program_manager, info.display_texture);
break;
}
} }
glDisablei(GL_SCISSOR_TEST, 0);
if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) {
if (!fsr || fsr->NeedsRecreation(layout.screen)) {
fsr = std::make_unique<FSR>(layout.screen.GetWidth(), layout.screen.GetHeight());
}
texture = fsr->Draw(program_manager, texture, info.scaled_width, info.scaled_height, crop);
crop = {0, 0, 1, 1};
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
CreateWindowAdapt(); CreateWindowAdapt();
window_adapt->DrawToFramebuffer(program_manager, texture, layout, crop); window_adapt->DrawToFramebuffer(program_manager, layers, framebuffers, layout);
// TODO // TODO
// program_manager.RestoreGuestPipeline(); // program_manager.RestoreGuestPipeline();
} }
void BlitScreen::CreateFXAA() {
smaa.reset();
if (!fxaa) {
fxaa = std::make_unique<FXAA>(
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
}
}
void BlitScreen::CreateSMAA() {
fxaa.reset();
if (!smaa) {
smaa = std::make_unique<SMAA>(
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
}
}
void BlitScreen::CreateWindowAdapt() { void BlitScreen::CreateWindowAdapt() {
if (window_adapt && Settings::values.scaling_filter.GetValue() == current_window_adapt) { if (window_adapt && Settings::values.scaling_filter.GetValue() == current_window_adapt) {
return; return;

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@ -3,8 +3,9 @@
#pragma once #pragma once
#include <list>
#include <memory> #include <memory>
#include <vector> #include <span>
#include "core/hle/service/nvnflinger/pixel_format.h" #include "core/hle/service/nvnflinger/pixel_format.h"
#include "video_core/host1x/gpu_device_memory_manager.h" #include "video_core/host1x/gpu_device_memory_manager.h"
@ -25,24 +26,12 @@ enum class ScalingFilter : u32;
namespace OpenGL { namespace OpenGL {
class Device; class Device;
class FSR; class Layer;
class FXAA;
class ProgramManager; class ProgramManager;
class RasterizerOpenGL; class RasterizerOpenGL;
class SMAA;
class StateTracker; class StateTracker;
class WindowAdaptPass; class WindowAdaptPass;
/// Structure used for storing information about the textures for the Switch screen
struct TextureInfo {
OGLTexture resource;
GLsizei width;
GLsizei height;
GLenum gl_format;
GLenum gl_type;
Service::android::PixelFormat pixel_format;
};
/// Structure used for storing information about the display target for the Switch screen /// Structure used for storing information about the display target for the Switch screen
struct FramebufferTextureInfo { struct FramebufferTextureInfo {
GLuint display_texture{}; GLuint display_texture{};
@ -60,20 +49,11 @@ public:
Device& device); Device& device);
~BlitScreen(); ~BlitScreen();
void ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer);
/// Draws the emulated screens to the emulator window. /// Draws the emulated screens to the emulator window.
void DrawScreen(const Tegra::FramebufferConfig& framebuffer, void DrawScreen(std::span<const Tegra::FramebufferConfig> framebuffers,
const Layout::FramebufferLayout& layout); const Layout::FramebufferLayout& layout);
/// Loads framebuffer from emulated memory into the active OpenGL texture.
FramebufferTextureInfo LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
FramebufferTextureInfo PrepareRenderTarget(const Tegra::FramebufferConfig& framebuffer);
private: private:
void CreateFXAA();
void CreateSMAA();
void CreateWindowAdapt(); void CreateWindowAdapt();
RasterizerOpenGL& rasterizer; RasterizerOpenGL& rasterizer;
@ -82,18 +62,10 @@ private:
ProgramManager& program_manager; ProgramManager& program_manager;
Device& device; Device& device;
/// Display information for Switch screen
TextureInfo framebuffer_texture;
std::unique_ptr<FSR> fsr;
std::unique_ptr<FXAA> fxaa;
std::unique_ptr<SMAA> smaa;
Settings::ScalingFilter current_window_adapt{}; Settings::ScalingFilter current_window_adapt{};
std::unique_ptr<WindowAdaptPass> window_adapt; std::unique_ptr<WindowAdaptPass> window_adapt;
/// OpenGL framebuffer data std::list<Layer> layers;
std::vector<u8> gl_framebuffer_data;
}; };
} // namespace OpenGL } // namespace OpenGL

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@ -0,0 +1,215 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "video_core/framebuffer_config.h"
#include "video_core/renderer_opengl/gl_blit_screen.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/present/fsr.h"
#include "video_core/renderer_opengl/present/fxaa.h"
#include "video_core/renderer_opengl/present/layer.h"
#include "video_core/renderer_opengl/present/present_uniforms.h"
#include "video_core/renderer_opengl/present/smaa.h"
#include "video_core/surface.h"
#include "video_core/textures/decoders.h"
namespace OpenGL {
Layer::Layer(RasterizerOpenGL& rasterizer_, Tegra::MaxwellDeviceMemoryManager& device_memory_)
: rasterizer(rasterizer_), device_memory(device_memory_) {
// Allocate textures for the screen
framebuffer_texture.resource.Create(GL_TEXTURE_2D);
const GLuint texture = framebuffer_texture.resource.handle;
glTextureStorage2D(texture, 1, GL_RGBA8, 1, 1);
// Clear screen to black
const u8 framebuffer_data[4] = {0, 0, 0, 0};
glClearTexImage(framebuffer_texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE,
framebuffer_data);
}
Layer::~Layer() = default;
GLuint Layer::ConfigureDraw(std::array<GLfloat, 3 * 2>& out_matrix,
std::array<ScreenRectVertex, 4>& out_vertices,
ProgramManager& program_manager,
const Tegra::FramebufferConfig& framebuffer,
const Layout::FramebufferLayout& layout) {
FramebufferTextureInfo info = PrepareRenderTarget(framebuffer);
auto crop = Tegra::NormalizeCrop(framebuffer, info.width, info.height);
GLuint texture = info.display_texture;
auto anti_aliasing = Settings::values.anti_aliasing.GetValue();
if (anti_aliasing != Settings::AntiAliasing::None) {
glEnablei(GL_SCISSOR_TEST, 0);
auto viewport_width = Settings::values.resolution_info.ScaleUp(framebuffer_texture.width);
auto viewport_height = Settings::values.resolution_info.ScaleUp(framebuffer_texture.height);
glScissorIndexed(0, 0, 0, viewport_width, viewport_height);
glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(viewport_width),
static_cast<GLfloat>(viewport_height));
switch (anti_aliasing) {
case Settings::AntiAliasing::Fxaa:
CreateFXAA();
texture = fxaa->Draw(program_manager, info.display_texture);
break;
case Settings::AntiAliasing::Smaa:
default:
CreateSMAA();
texture = smaa->Draw(program_manager, info.display_texture);
break;
}
}
glDisablei(GL_SCISSOR_TEST, 0);
if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) {
if (!fsr || fsr->NeedsRecreation(layout.screen)) {
fsr = std::make_unique<FSR>(layout.screen.GetWidth(), layout.screen.GetHeight());
}
texture = fsr->Draw(program_manager, texture, info.scaled_width, info.scaled_height, crop);
crop = {0, 0, 1, 1};
}
out_matrix =
MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
// Map the coordinates to the screen.
const auto& screen = layout.screen;
const auto x = screen.left;
const auto y = screen.top;
const auto w = screen.GetWidth();
const auto h = screen.GetHeight();
out_vertices[0] = ScreenRectVertex(x, y, crop.left, crop.top);
out_vertices[1] = ScreenRectVertex(x + w, y, crop.right, crop.top);
out_vertices[2] = ScreenRectVertex(x, y + h, crop.left, crop.bottom);
out_vertices[3] = ScreenRectVertex(x + w, y + h, crop.right, crop.bottom);
return texture;
}
FramebufferTextureInfo Layer::PrepareRenderTarget(const Tegra::FramebufferConfig& framebuffer) {
// If framebuffer is provided, reload it from memory to a texture
if (framebuffer_texture.width != static_cast<GLsizei>(framebuffer.width) ||
framebuffer_texture.height != static_cast<GLsizei>(framebuffer.height) ||
framebuffer_texture.pixel_format != framebuffer.pixel_format ||
gl_framebuffer_data.empty()) {
// Reallocate texture if the framebuffer size has changed.
// This is expected to not happen very often and hence should not be a
// performance problem.
ConfigureFramebufferTexture(framebuffer);
}
// Load the framebuffer from memory if needed
return LoadFBToScreenInfo(framebuffer);
}
FramebufferTextureInfo Layer::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
const VAddr framebuffer_addr{framebuffer.address + framebuffer.offset};
const auto accelerated_info =
rasterizer.AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride);
if (accelerated_info) {
return *accelerated_info;
}
// Reset the screen info's display texture to its own permanent texture
FramebufferTextureInfo info{};
info.display_texture = framebuffer_texture.resource.handle;
info.width = framebuffer.width;
info.height = framebuffer.height;
info.scaled_width = framebuffer.width;
info.scaled_height = framebuffer.height;
// TODO(Rodrigo): Read this from HLE
constexpr u32 block_height_log2 = 4;
const auto pixel_format{
VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)};
const u64 size_in_bytes{Tegra::Texture::CalculateSize(
true, bytes_per_pixel, framebuffer.stride, framebuffer.height, 1, block_height_log2, 0)};
const u8* const host_ptr{device_memory.GetPointer<u8>(framebuffer_addr)};
const std::span<const u8> input_data(host_ptr, size_in_bytes);
Tegra::Texture::UnswizzleTexture(gl_framebuffer_data, input_data, bytes_per_pixel,
framebuffer.width, framebuffer.height, 1, block_height_log2,
0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(framebuffer.stride));
// Update existing texture
// TODO: Test what happens on hardware when you change the framebuffer dimensions so that
// they differ from the LCD resolution.
// TODO: Applications could theoretically crash yuzu here by specifying too large
// framebuffer sizes. We should make sure that this cannot happen.
glTextureSubImage2D(framebuffer_texture.resource.handle, 0, 0, 0, framebuffer.width,
framebuffer.height, framebuffer_texture.gl_format,
framebuffer_texture.gl_type, gl_framebuffer_data.data());
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
return info;
}
void Layer::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer) {
framebuffer_texture.width = framebuffer.width;
framebuffer_texture.height = framebuffer.height;
framebuffer_texture.pixel_format = framebuffer.pixel_format;
const auto pixel_format{
VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)};
gl_framebuffer_data.resize(framebuffer_texture.width * framebuffer_texture.height *
bytes_per_pixel);
GLint internal_format;
switch (framebuffer.pixel_format) {
case Service::android::PixelFormat::Rgba8888:
internal_format = GL_RGBA8;
framebuffer_texture.gl_format = GL_RGBA;
framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case Service::android::PixelFormat::Rgb565:
internal_format = GL_RGB565;
framebuffer_texture.gl_format = GL_RGB;
framebuffer_texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
default:
internal_format = GL_RGBA8;
framebuffer_texture.gl_format = GL_RGBA;
framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
// UNIMPLEMENTED_MSG("Unknown framebuffer pixel format: {}",
// static_cast<u32>(framebuffer.pixel_format));
break;
}
framebuffer_texture.resource.Release();
framebuffer_texture.resource.Create(GL_TEXTURE_2D);
glTextureStorage2D(framebuffer_texture.resource.handle, 1, internal_format,
framebuffer_texture.width, framebuffer_texture.height);
fxaa.reset();
smaa.reset();
}
void Layer::CreateFXAA() {
smaa.reset();
if (!fxaa) {
fxaa = std::make_unique<FXAA>(
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
}
}
void Layer::CreateSMAA() {
fxaa.reset();
if (!smaa) {
smaa = std::make_unique<SMAA>(
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
}
}
} // namespace OpenGL

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@ -0,0 +1,80 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <vector>
#include "video_core/host1x/gpu_device_memory_manager.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
namespace Layout {
struct FramebufferLayout;
}
namespace Service::android {
enum class PixelFormat : u32;
};
namespace Tegra {
struct FramebufferConfig;
}
namespace OpenGL {
struct FramebufferTextureInfo;
class FSR;
class FXAA;
class ProgramManager;
class RasterizerOpenGL;
class SMAA;
/// Structure used for storing information about the textures for the Switch screen
struct TextureInfo {
OGLTexture resource;
GLsizei width;
GLsizei height;
GLenum gl_format;
GLenum gl_type;
Service::android::PixelFormat pixel_format;
};
struct ScreenRectVertex;
class Layer {
public:
explicit Layer(RasterizerOpenGL& rasterizer, Tegra::MaxwellDeviceMemoryManager& device_memory);
~Layer();
GLuint ConfigureDraw(std::array<GLfloat, 3 * 2>& out_matrix,
std::array<ScreenRectVertex, 4>& out_vertices,
ProgramManager& program_manager,
const Tegra::FramebufferConfig& framebuffer,
const Layout::FramebufferLayout& layout);
private:
/// Loads framebuffer from emulated memory into the active OpenGL texture.
FramebufferTextureInfo LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
FramebufferTextureInfo PrepareRenderTarget(const Tegra::FramebufferConfig& framebuffer);
void ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer);
void CreateFXAA();
void CreateSMAA();
private:
RasterizerOpenGL& rasterizer;
Tegra::MaxwellDeviceMemoryManager& device_memory;
/// OpenGL framebuffer data
std::vector<u8> gl_framebuffer_data;
/// Display information for Switch screen
TextureInfo framebuffer_texture;
std::unique_ptr<FSR> fsr;
std::unique_ptr<FXAA> fxaa;
std::unique_ptr<SMAA> smaa;
};
} // namespace OpenGL

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@ -0,0 +1,43 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "video_core/renderer_opengl/gl_resource_manager.h"
namespace OpenGL {
constexpr GLint PositionLocation = 0;
constexpr GLint TexCoordLocation = 1;
constexpr GLint ModelViewMatrixLocation = 0;
struct ScreenRectVertex {
constexpr ScreenRectVertex() = default;
constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
: position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
std::array<GLfloat, 2> position{};
std::array<GLfloat, 2> tex_coord{};
};
/**
* Defines a 1:1 pixel orthographic projection matrix with (0,0) on the top-left
* corner and (width, height) on the lower-bottom.
*
* The projection part of the matrix is trivial, hence these operations are represented
* by a 3x2 matrix.
*/
static inline std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
// clang-format off
matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
// Last matrix row is implicitly assumed to be [0, 0, 1].
// clang-format on
return matrix;
}
} // namespace OpenGL

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@ -2,47 +2,17 @@
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
#include "common/settings.h" #include "common/settings.h"
#include "video_core/framebuffer_config.h"
#include "video_core/host_shaders/opengl_present_vert.h" #include "video_core/host_shaders/opengl_present_vert.h"
#include "video_core/renderer_opengl/gl_device.h" #include "video_core/renderer_opengl/gl_device.h"
#include "video_core/renderer_opengl/gl_shader_manager.h" #include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h" #include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/present/layer.h"
#include "video_core/renderer_opengl/present/present_uniforms.h"
#include "video_core/renderer_opengl/present/window_adapt_pass.h" #include "video_core/renderer_opengl/present/window_adapt_pass.h"
namespace OpenGL { namespace OpenGL {
namespace {
constexpr GLint PositionLocation = 0;
constexpr GLint TexCoordLocation = 1;
constexpr GLint ModelViewMatrixLocation = 0;
struct ScreenRectVertex {
constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
: position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
std::array<GLfloat, 2> position;
std::array<GLfloat, 2> tex_coord;
};
/**
* Defines a 1:1 pixel orthographic projection matrix with (0,0) on the top-left
* corner and (width, height) on the lower-bottom.
*
* The projection part of the matrix is trivial, hence these operations are represented
* by a 3x2 matrix.
*/
std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
// clang-format off
matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
// Last matrix row is implicitly assumed to be [0, 0, 1].
// clang-format on
return matrix;
}
} // namespace
WindowAdaptPass::WindowAdaptPass(const Device& device_, OGLSampler&& sampler_, WindowAdaptPass::WindowAdaptPass(const Device& device_, OGLSampler&& sampler_,
std::string_view frag_source) std::string_view frag_source)
: device(device_), sampler(std::move(sampler_)) { : device(device_), sampler(std::move(sampler_)) {
@ -65,32 +35,30 @@ WindowAdaptPass::WindowAdaptPass(const Device& device_, OGLSampler&& sampler_,
WindowAdaptPass::~WindowAdaptPass() = default; WindowAdaptPass::~WindowAdaptPass() = default;
void WindowAdaptPass::DrawToFramebuffer(ProgramManager& program_manager, GLuint texture, void WindowAdaptPass::DrawToFramebuffer(ProgramManager& program_manager, std::list<Layer>& layers,
const Layout::FramebufferLayout& layout, std::span<const Tegra::FramebufferConfig> framebuffers,
const Common::Rectangle<f32>& crop) { const Layout::FramebufferLayout& layout) {
glBindTextureUnit(0, texture); GLint old_read_fb;
GLint old_draw_fb;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
const std::array ortho_matrix = const size_t layer_count = framebuffers.size();
MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height)); std::vector<GLuint> textures(layer_count);
std::vector<std::array<GLfloat, 3 * 2>> matrices(layer_count);
std::vector<std::array<ScreenRectVertex, 4>> vertices(layer_count);
auto layer_it = layers.begin();
for (size_t i = 0; i < layer_count; i++) {
textures[i] = layer_it->ConfigureDraw(matrices[i], vertices[i], program_manager,
framebuffers[i], layout);
layer_it++;
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
program_manager.BindPresentPrograms(vert.handle, frag.handle); program_manager.BindPresentPrograms(vert.handle, frag.handle);
glProgramUniformMatrix3x2fv(vert.handle, ModelViewMatrixLocation, 1, GL_FALSE,
ortho_matrix.data());
// Map the coordinates to the screen.
const auto& screen = layout.screen;
const auto x = screen.left;
const auto y = screen.top;
const auto w = screen.GetWidth();
const auto h = screen.GetHeight();
const std::array vertices = {
ScreenRectVertex(x, y, crop.left, crop.top),
ScreenRectVertex(x + w, y, crop.right, crop.top),
ScreenRectVertex(x, y + h, crop.left, crop.bottom),
ScreenRectVertex(x + w, y + h, crop.right, crop.bottom),
};
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
glDisable(GL_FRAMEBUFFER_SRGB); glDisable(GL_FRAMEBUFFER_SRGB);
glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(layout.width), glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(layout.width),
@ -109,7 +77,7 @@ void WindowAdaptPass::DrawToFramebuffer(ProgramManager& program_manager, GLuint
if (device.HasVertexBufferUnifiedMemory()) { if (device.HasVertexBufferUnifiedMemory()) {
glBindVertexBuffer(0, 0, 0, sizeof(ScreenRectVertex)); glBindVertexBuffer(0, 0, 0, sizeof(ScreenRectVertex));
glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 0, vertex_buffer_address, glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 0, vertex_buffer_address,
sizeof(vertices)); sizeof(decltype(vertices)::value_type));
} else { } else {
glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex)); glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
} }
@ -122,7 +90,14 @@ void WindowAdaptPass::DrawToFramebuffer(ProgramManager& program_manager, GLuint
Settings::values.bg_blue.GetValue() / 255.0f, 1.0f); Settings::values.bg_blue.GetValue() / 255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
for (size_t i = 0; i < layer_count; i++) {
glBindTextureUnit(0, textures[i]);
glProgramUniformMatrix3x2fv(vert.handle, ModelViewMatrixLocation, 1, GL_FALSE,
matrices[i].data());
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices[i]), std::data(vertices[i]));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
} }
} // namespace OpenGL } // namespace OpenGL

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@ -3,6 +3,9 @@
#pragma once #pragma once
#include <list>
#include <span>
#include "common/math_util.h" #include "common/math_util.h"
#include "video_core/renderer_opengl/gl_resource_manager.h" #include "video_core/renderer_opengl/gl_resource_manager.h"
@ -10,9 +13,14 @@ namespace Layout {
struct FramebufferLayout; struct FramebufferLayout;
} }
namespace Tegra {
struct FramebufferConfig;
}
namespace OpenGL { namespace OpenGL {
class Device; class Device;
class Layer;
class ProgramManager; class ProgramManager;
class WindowAdaptPass final { class WindowAdaptPass final {
@ -21,9 +29,9 @@ public:
std::string_view frag_source); std::string_view frag_source);
~WindowAdaptPass(); ~WindowAdaptPass();
void DrawToFramebuffer(ProgramManager& program_manager, GLuint texture, void DrawToFramebuffer(ProgramManager& program_manager, std::list<Layer>& layers,
const Layout::FramebufferLayout& layout, std::span<const Tegra::FramebufferConfig> framebuffers,
const Common::Rectangle<f32>& crop); const Layout::FramebufferLayout& layout);
private: private:
const Device& device; const Device& device;

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@ -130,10 +130,10 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
return; return;
} }
RenderScreenshot(*framebuffer); RenderScreenshot(framebuffer);
state_tracker.BindFramebuffer(0); state_tracker.BindFramebuffer(0);
blit_screen->DrawScreen(*framebuffer, emu_window.GetFramebufferLayout()); blit_screen->DrawScreen(std::span(framebuffer, 1), emu_window.GetFramebufferLayout());
++m_current_frame; ++m_current_frame;
@ -159,7 +159,7 @@ void RendererOpenGL::AddTelemetryFields() {
telemetry_session.AddField(user_system, "GPU_OpenGL_Version", std::string(gl_version)); telemetry_session.AddField(user_system, "GPU_OpenGL_Version", std::string(gl_version));
} }
void RendererOpenGL::RenderScreenshot(const Tegra::FramebufferConfig& framebuffer) { void RendererOpenGL::RenderScreenshot(const Tegra::FramebufferConfig* framebuffer) {
if (!renderer_settings.screenshot_requested) { if (!renderer_settings.screenshot_requested) {
return; return;
} }
@ -181,7 +181,7 @@ void RendererOpenGL::RenderScreenshot(const Tegra::FramebufferConfig& framebuffe
glRenderbufferStorage(GL_RENDERBUFFER, GL_SRGB8, layout.width, layout.height); glRenderbufferStorage(GL_RENDERBUFFER, GL_SRGB8, layout.width, layout.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
blit_screen->DrawScreen(framebuffer, layout); blit_screen->DrawScreen(std::span(framebuffer, 1), layout);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glPixelStorei(GL_PACK_ROW_LENGTH, 0); glPixelStorei(GL_PACK_ROW_LENGTH, 0);

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@ -52,7 +52,7 @@ public:
private: private:
void AddTelemetryFields(); void AddTelemetryFields();
void RenderScreenshot(const Tegra::FramebufferConfig& framebuffer); void RenderScreenshot(const Tegra::FramebufferConfig* framebuffer);
Core::TelemetrySession& telemetry_session; Core::TelemetrySession& telemetry_session;
Core::Frontend::EmuWindow& emu_window; Core::Frontend::EmuWindow& emu_window;