Files
melonDS/src/GPU_OpenGL.cpp
RSDuck ac3118cbc5 No more context mess (#1531)
* WIP: use Duckstation's context code to directly render into QT Widget from separate thread without two OpenGL contexts

currently only works on Windows

* reenable gay OSD

* add back vsync

* make it atleast a little more thread safe

* linux support

* don't segfault on closing

* reorganise and cleanup build system
it's still not good, but better than before

* macos?

* try to get it working on Ubuntu CI
also update instructions

* let's try this

* ok how about this

* try creating an OGL 4.3 context first
(https://i.kym-cdn.com/photos/images/original/001/264/842/220.png)

* fix Ubuntu

* hm

* try again for Windows

* let's try this

* make the OpenGL renderer work again
that was stupid

* do OGL surface resizing from the mainthread

* Fix small mistake in GL context creation on macOS causing version 3.2 to
be considered invalid

* C stupidness

* cleanup

* don't let the emuthread deinit OGL if there's no OGL

* reset lastScreenWidth/Height when deiniting OpenGL

* disable stencil test while drawing framebuffers

* macOS: Link Cocoa framework explicitly when not building with Qt6

Seems to be needed for the classes used by DuckStation's GL context
code.

* Set ScreenPanelGL's minimum size immediately

Fixes GL context creation for OpenGL display on macOS using the wrong
size as the underlying window was not resized to the correct size by Qt
yet.

* don't emit window updates when OGL display is used

* stuff Arisotura said

Co-authored-by: Nadia Holmquist Pedersen <nadia@nhp.sh>
2022-10-17 22:55:11 +02:00

231 lines
7.5 KiB
C++

/*
Copyright 2016-2022 melonDS team
This file is part of melonDS.
melonDS is free software: you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free
Software Foundation, either version 3 of the License, or (at your option)
any later version.
melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with melonDS. If not, see http://www.gnu.org/licenses/.
*/
#include "GPU_OpenGL.h"
#include <cstdio>
#include <cstring>
#include "NDS.h"
#include "GPU.h"
#include "GPU3D_OpenGL.h"
#include "OpenGLSupport.h"
#include "GPU_OpenGL_shaders.h"
namespace GPU
{
using namespace OpenGL;
bool GLCompositor::Init()
{
if (!OpenGL::BuildShaderProgram(kCompositorVS, kCompositorFS_Nearest, CompShader[0], "CompositorShader"))
//if (!OpenGL::BuildShaderProgram(kCompositorVS, kCompositorFS_Linear, CompShader[0], "CompositorShader"))
//if (!OpenGL::BuildShaderProgram(kCompositorVS_xBRZ, kCompositorFS_xBRZ, CompShader[0], "CompositorShader"))
return false;
for (int i = 0; i < 1; i++)
{
GLint uni_id;
glBindAttribLocation(CompShader[i][2], 0, "vPosition");
glBindAttribLocation(CompShader[i][2], 1, "vTexcoord");
glBindFragDataLocation(CompShader[i][2], 0, "oColor");
if (!OpenGL::LinkShaderProgram(CompShader[i]))
return false;
CompScaleLoc[i] = glGetUniformLocation(CompShader[i][2], "u3DScale");
Comp3DXPosLoc[i] = glGetUniformLocation(CompShader[i][2], "u3DXPos");
glUseProgram(CompShader[i][2]);
uni_id = glGetUniformLocation(CompShader[i][2], "ScreenTex");
glUniform1i(uni_id, 0);
uni_id = glGetUniformLocation(CompShader[i][2], "_3DTex");
glUniform1i(uni_id, 1);
}
// all this mess is to prevent bleeding
#define SETVERTEX(i, x, y, offset) \
CompVertices[i].Position[0] = x; \
CompVertices[i].Position[1] = y + offset; \
CompVertices[i].Texcoord[0] = (x + 1.f) * (256.f / 2.f); \
CompVertices[i].Texcoord[1] = (y + 1.f) * (384.f / 2.f)
const float padOffset = 1.f/(192*2.f+2.f)*2.f;
// top screen
SETVERTEX(0, -1, 1, 0);
SETVERTEX(1, 1, 0, padOffset);
SETVERTEX(2, 1, 1, 0);
SETVERTEX(3, -1, 1, 0);
SETVERTEX(4, -1, 0, padOffset);
SETVERTEX(5, 1, 0, padOffset);
// bottom screen
SETVERTEX(6, -1, 0, -padOffset);
SETVERTEX(7, 1, -1, 0);
SETVERTEX(8, 1, 0, -padOffset);
SETVERTEX(9, -1, 0, -padOffset);
SETVERTEX(10, -1, -1, 0);
SETVERTEX(11, 1, -1, 0);
#undef SETVERTEX
glGenBuffers(1, &CompVertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(CompVertices), CompVertices, GL_STATIC_DRAW);
glGenVertexArrays(1, &CompVertexArrayID);
glBindVertexArray(CompVertexArrayID);
glEnableVertexAttribArray(0); // position
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(CompVertex), (void*)(offsetof(CompVertex, Position)));
glEnableVertexAttribArray(1); // texcoord
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(CompVertex), (void*)(offsetof(CompVertex, Texcoord)));
glGenFramebuffers(2, CompScreenOutputFB);
glGenTextures(1, &CompScreenInputTex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 256*3 + 1, 192*2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL);
glGenTextures(2, CompScreenOutputTex);
for (int i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
void GLCompositor::DeInit()
{
glDeleteFramebuffers(2, CompScreenOutputFB);
glDeleteTextures(1, &CompScreenInputTex);
glDeleteTextures(2, CompScreenOutputTex);
glDeleteVertexArrays(1, &CompVertexArrayID);
glDeleteBuffers(1, &CompVertexBufferID);
for (int i = 0; i < 1; i++)
OpenGL::DeleteShaderProgram(CompShader[i]);
}
void GLCompositor::Reset()
{
}
void GLCompositor::SetRenderSettings(RenderSettings& settings)
{
int scale = settings.GL_ScaleFactor;
Scale = scale;
ScreenW = 256 * scale;
ScreenH = (384+2) * scale;
for (int i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
// fill the padding
u8* zeroPixels = (u8*) calloc(1, ScreenW*2*scale*4);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192*scale, ScreenW, 2*scale, GL_RGBA, GL_UNSIGNED_BYTE, zeroPixels);
GLenum fbassign[] = {GL_COLOR_ATTACHMENT0};
glBindFramebuffer(GL_FRAMEBUFFER, CompScreenOutputFB[i]);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, CompScreenOutputTex[i], 0);
glDrawBuffers(1, fbassign);
free(zeroPixels);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void GLCompositor::Stop()
{
for (int i = 0; i < 2; i++)
{
int frontbuf = GPU::FrontBuffer;
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[frontbuf]);
glClear(GL_COLOR_BUFFER_BIT);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void GLCompositor::RenderFrame()
{
int frontbuf = GPU::FrontBuffer;
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[frontbuf]);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glViewport(0, 0, ScreenW, ScreenH);
glClear(GL_COLOR_BUFFER_BIT);
// TODO: select more shaders (filtering, etc)
OpenGL::UseShaderProgram(CompShader[0]);
glUniform1ui(CompScaleLoc[0], Scale);
// TODO: support setting this midframe, if ever needed
glUniform1i(Comp3DXPosLoc[0], ((int)GPU3D::RenderXPos << 23) >> 23);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
}
glActiveTexture(GL_TEXTURE1);
reinterpret_cast<GPU3D::GLRenderer*>(GPU3D::CurrentRenderer.get())->SetupAccelFrame();
glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
glBindVertexArray(CompVertexArrayID);
glDrawArrays(GL_TRIANGLES, 0, 4*3);
}
void GLCompositor::BindOutputTexture(int buf)
{
glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex[buf]);
}
}