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renderer_opengl: Move some logic to an anonymous namespace

This commit is contained in:
ReinUsesLisp 2020-03-16 04:03:16 -03:00
parent 311d2fc768
commit 53d673a7d3
1 changed files with 151 additions and 151 deletions

View File

@ -28,6 +28,76 @@
namespace OpenGL { namespace OpenGL {
namespace {
// 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.
constexpr std::size_t SWAP_CHAIN_SIZE = 3;
struct Frame {
u32 width{}; /// Width of the frame (to detect resize)
u32 height{}; /// Height of the frame
bool color_reloaded{}; /// Texture attachment was recreated (ie: resized)
OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO
OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
GLsync render_fence{}; /// Fence created on the render thread
GLsync present_fence{}; /// Fence created on the presentation thread
bool is_srgb{}; /// Framebuffer is sRGB or RGB
};
constexpr char VERTEX_SHADER[] = R"(
#version 430 core
out gl_PerVertex {
vec4 gl_Position;
};
layout (location = 0) in vec2 vert_position;
layout (location = 1) in vec2 vert_tex_coord;
layout (location = 0) out vec2 frag_tex_coord;
// This is a truncated 3x3 matrix for 2D transformations:
// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
// The third column performs translation.
// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
// implicitly be [0, 0, 1]
layout (location = 0) uniform mat3x2 modelview_matrix;
void main() {
// Multiply input position by the rotscale part of the matrix and then manually translate by
// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
// to `vec3(vert_position.xy, 1.0)`
gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
frag_tex_coord = vert_tex_coord;
}
)";
constexpr char FRAGMENT_SHADER[] = R"(
#version 430 core
layout (location = 0) in vec2 frag_tex_coord;
layout (location = 0) out vec4 color;
layout (binding = 0) uniform sampler2D color_texture;
void main() {
color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f);
}
)";
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;
};
/// Returns true if any debug tool is attached /// Returns true if any debug tool is attached
bool HasDebugTool() { bool HasDebugTool() {
const bool nsight = std::getenv("NVTX_INJECTION64_PATH") || std::getenv("NSIGHT_LAUNCHED"); const bool nsight = std::getenv("NVTX_INJECTION64_PATH") || std::getenv("NSIGHT_LAUNCHED");
@ -46,21 +116,88 @@ bool HasDebugTool() {
return false; return false;
} }
// 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. * Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
constexpr std::size_t SWAP_CHAIN_SIZE = 3; * 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
struct Frame { // clang-format off
u32 width{}; /// Width of the frame (to detect resize) matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
u32 height{}; /// Height of the frame matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
bool color_reloaded{}; /// Texture attachment was recreated (ie: resized) // Last matrix row is implicitly assumed to be [0, 0, 1].
OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO // clang-format on
OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread return matrix;
GLsync render_fence{}; /// Fence created on the render thread }
GLsync present_fence{}; /// Fence created on the presentation thread
bool is_srgb{}; /// Framebuffer is sRGB or RGB const char* GetSource(GLenum source) {
}; switch (source) {
case GL_DEBUG_SOURCE_API:
return "API";
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
return "WINDOW_SYSTEM";
case GL_DEBUG_SOURCE_SHADER_COMPILER:
return "SHADER_COMPILER";
case GL_DEBUG_SOURCE_THIRD_PARTY:
return "THIRD_PARTY";
case GL_DEBUG_SOURCE_APPLICATION:
return "APPLICATION";
case GL_DEBUG_SOURCE_OTHER:
return "OTHER";
default:
UNREACHABLE();
return "Unknown source";
}
}
const char* GetType(GLenum type) {
switch (type) {
case GL_DEBUG_TYPE_ERROR:
return "ERROR";
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
return "DEPRECATED_BEHAVIOR";
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
return "UNDEFINED_BEHAVIOR";
case GL_DEBUG_TYPE_PORTABILITY:
return "PORTABILITY";
case GL_DEBUG_TYPE_PERFORMANCE:
return "PERFORMANCE";
case GL_DEBUG_TYPE_OTHER:
return "OTHER";
case GL_DEBUG_TYPE_MARKER:
return "MARKER";
default:
UNREACHABLE();
return "Unknown type";
}
}
void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
const GLchar* message, const void* user_param) {
const char format[] = "{} {} {}: {}";
const char* const str_source = GetSource(source);
const char* const str_type = GetType(type);
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH:
LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message);
break;
case GL_DEBUG_SEVERITY_MEDIUM:
LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message);
break;
case GL_DEBUG_SEVERITY_NOTIFICATION:
case GL_DEBUG_SEVERITY_LOW:
LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message);
break;
}
}
} // Anonymous namespace
/** /**
* For smooth Vsync rendering, we want to always present the latest frame that the core generates, * For smooth Vsync rendering, we want to always present the latest frame that the core generates,
@ -209,143 +346,6 @@ private:
} }
}; };
namespace {
constexpr char VERTEX_SHADER[] = R"(
#version 430 core
out gl_PerVertex {
vec4 gl_Position;
};
layout (location = 0) in vec2 vert_position;
layout (location = 1) in vec2 vert_tex_coord;
layout (location = 0) out vec2 frag_tex_coord;
// This is a truncated 3x3 matrix for 2D transformations:
// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
// The third column performs translation.
// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
// implicitly be [0, 0, 1]
layout (location = 0) uniform mat3x2 modelview_matrix;
void main() {
// Multiply input position by the rotscale part of the matrix and then manually translate by
// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
// to `vec3(vert_position.xy, 1.0)`
gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
frag_tex_coord = vert_tex_coord;
}
)";
constexpr char FRAGMENT_SHADER[] = R"(
#version 430 core
layout (location = 0) in vec2 frag_tex_coord;
layout (location = 0) out vec4 color;
layout (binding = 0) uniform sampler2D color_texture;
void main() {
color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f);
}
)";
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 ortographic 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;
}
const char* GetSource(GLenum source) {
switch (source) {
case GL_DEBUG_SOURCE_API:
return "API";
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
return "WINDOW_SYSTEM";
case GL_DEBUG_SOURCE_SHADER_COMPILER:
return "SHADER_COMPILER";
case GL_DEBUG_SOURCE_THIRD_PARTY:
return "THIRD_PARTY";
case GL_DEBUG_SOURCE_APPLICATION:
return "APPLICATION";
case GL_DEBUG_SOURCE_OTHER:
return "OTHER";
default:
UNREACHABLE();
return "Unknown source";
}
}
const char* GetType(GLenum type) {
switch (type) {
case GL_DEBUG_TYPE_ERROR:
return "ERROR";
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
return "DEPRECATED_BEHAVIOR";
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
return "UNDEFINED_BEHAVIOR";
case GL_DEBUG_TYPE_PORTABILITY:
return "PORTABILITY";
case GL_DEBUG_TYPE_PERFORMANCE:
return "PERFORMANCE";
case GL_DEBUG_TYPE_OTHER:
return "OTHER";
case GL_DEBUG_TYPE_MARKER:
return "MARKER";
default:
UNREACHABLE();
return "Unknown type";
}
}
void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
const GLchar* message, const void* user_param) {
const char format[] = "{} {} {}: {}";
const char* const str_source = GetSource(source);
const char* const str_type = GetType(type);
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH:
LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message);
break;
case GL_DEBUG_SEVERITY_MEDIUM:
LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message);
break;
case GL_DEBUG_SEVERITY_NOTIFICATION:
case GL_DEBUG_SEVERITY_LOW:
LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message);
break;
}
}
} // Anonymous namespace
RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system) RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system}, : VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system},
frame_mailbox{std::make_unique<FrameMailbox>()} {} frame_mailbox{std::make_unique<FrameMailbox>()} {}