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authorArisotura <thetotalworm@gmail.com>2023-12-26 19:04:01 +0100
committerArisotura <thetotalworm@gmail.com>2023-12-26 19:04:01 +0100
commit7f437d48db554a739dd1cab53fb0536783c87432 (patch)
tree684917ac4e16875ff019243ee6ea61682ddb4b61 /src/frontend/qt_sdl/Screen.cpp
parent5c90cb939d729e524a8eee3ccad705e4cb2bf42e (diff)
start cleaning up: move OpenGL stuff out of EmuThread
Diffstat (limited to 'src/frontend/qt_sdl/Screen.cpp')
-rw-r--r--src/frontend/qt_sdl/Screen.cpp206
1 files changed, 191 insertions, 15 deletions
diff --git a/src/frontend/qt_sdl/Screen.cpp b/src/frontend/qt_sdl/Screen.cpp
index 6de4d78..a86147c 100644
--- a/src/frontend/qt_sdl/Screen.cpp
+++ b/src/frontend/qt_sdl/Screen.cpp
@@ -34,29 +34,25 @@
#endif
#endif
+#include "OpenGLSupport.h"
+#include "duckstation/gl/context.h"
+
#include "main.h"
#include "NDS.h"
+#include "GPU.h"
+#include "GPU3D_Soft.h"
+#include "GPU3D_OpenGL.h"
#include "Platform.h"
#include "Config.h"
-//#include "main_shaders.h"
+#include "main_shaders.h"
#include "OSD.h"
using namespace melonDS;
-/*const struct { int id; float ratio; const char* label; } aspectRatios[] =
-{
- { 0, 1, "4:3 (native)" },
- { 4, (5.f / 3) / (4.f / 3), "5:3 (3DS)"},
- { 1, (16.f / 9) / (4.f / 3), "16:9" },
- { 2, (21.f / 9) / (4.f / 3), "21:9" },
- { 3, 0, "window" }
-};
-int AspectRatiosNum = sizeof(aspectRatios) / sizeof(aspectRatios[0]);*/
-
// TEMP
extern MainWindow* mainWindow;
extern EmuThread* emuThread;
@@ -432,6 +428,172 @@ bool ScreenPanelGL::createContext()
return glContext != nullptr;
}
+void ScreenPanelGL::setSwapInterval(int intv)
+{
+ if (!glContext) return;
+
+ glContext->SetSwapInterval(intv);
+}
+
+void ScreenPanelGL::initOpenGL()
+{
+ if (!glContext) return;
+
+ glContext->MakeCurrent();
+
+ OpenGL::BuildShaderProgram(kScreenVS, kScreenFS, screenShaderProgram, "ScreenShader");
+ GLuint pid = screenShaderProgram[2];
+ glBindAttribLocation(pid, 0, "vPosition");
+ glBindAttribLocation(pid, 1, "vTexcoord");
+ glBindFragDataLocation(pid, 0, "oColor");
+
+ OpenGL::LinkShaderProgram(screenShaderProgram);
+
+ glUseProgram(pid);
+ glUniform1i(glGetUniformLocation(pid, "ScreenTex"), 0);
+
+ screenShaderScreenSizeULoc = glGetUniformLocation(pid, "uScreenSize");
+ screenShaderTransformULoc = glGetUniformLocation(pid, "uTransform");
+
+ // to prevent bleeding between both parts of the screen
+ // with bilinear filtering enabled
+ const int paddedHeight = 192*2+2;
+ const float padPixels = 1.f / paddedHeight;
+
+ const float vertices[] =
+ {
+ 0.f, 0.f, 0.f, 0.f,
+ 0.f, 192.f, 0.f, 0.5f - padPixels,
+ 256.f, 192.f, 1.f, 0.5f - padPixels,
+ 0.f, 0.f, 0.f, 0.f,
+ 256.f, 192.f, 1.f, 0.5f - padPixels,
+ 256.f, 0.f, 1.f, 0.f,
+
+ 0.f, 0.f, 0.f, 0.5f + padPixels,
+ 0.f, 192.f, 0.f, 1.f,
+ 256.f, 192.f, 1.f, 1.f,
+ 0.f, 0.f, 0.f, 0.5f + padPixels,
+ 256.f, 192.f, 1.f, 1.f,
+ 256.f, 0.f, 1.f, 0.5f + padPixels
+ };
+
+ glGenBuffers(1, &screenVertexBuffer);
+ glBindBuffer(GL_ARRAY_BUFFER, screenVertexBuffer);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+ glGenVertexArrays(1, &screenVertexArray);
+ glBindVertexArray(screenVertexArray);
+ glEnableVertexAttribArray(0); // position
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(0));
+ glEnableVertexAttribArray(1); // texcoord
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(2*4));
+
+ glGenTextures(1, &screenTexture);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, screenTexture);
+ 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_RGBA, 256, paddedHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ // fill the padding
+ u8 zeroData[256*4*4];
+ memset(zeroData, 0, sizeof(zeroData));
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256, 2, GL_RGBA, GL_UNSIGNED_BYTE, zeroData);
+
+ OSD::Init(true);
+
+ glContext->SetSwapInterval(Config::ScreenVSync ? Config::ScreenVSyncInterval : 0);
+ transferLayout();
+}
+
+void ScreenPanelGL::deinitOpenGL()
+{
+ if (!glContext) return;
+
+ glDeleteTextures(1, &screenTexture);
+
+ glDeleteVertexArrays(1, &screenVertexArray);
+ glDeleteBuffers(1, &screenVertexBuffer);
+
+ OpenGL::DeleteShaderProgram(screenShaderProgram);
+
+ OSD::DeInit();
+
+ glContext->DoneCurrent();
+
+ lastScreenWidth = lastScreenHeight = -1;
+}
+
+void ScreenPanelGL::drawScreenGL()
+{
+ if (!glContext) return;
+ if (!emuThread->NDS) return;
+
+ int w = windowInfo.surface_width;
+ int h = windowInfo.surface_height;
+ float factor = windowInfo.surface_scale;
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(false);
+ glDisable(GL_BLEND);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_STENCIL_TEST);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glViewport(0, 0, w, h);
+
+ glUseProgram(screenShaderProgram[2]);
+ glUniform2f(screenShaderScreenSizeULoc, w / factor, h / factor);
+
+ int frontbuf = emuThread->FrontBuffer;
+ glActiveTexture(GL_TEXTURE0);
+
+#ifdef OGLRENDERER_ENABLED
+ if (emuThread->NDS->GPU.GetRenderer3D().Accelerated)
+ {
+ // hardware-accelerated render
+ static_cast<GLRenderer&>(emuThread->NDS->GPU.GetRenderer3D()).GetCompositor().BindOutputTexture(frontbuf);
+ }
+ else
+#endif
+ {
+ // regular render
+ glBindTexture(GL_TEXTURE_2D, screenTexture);
+
+ if (emuThread->NDS->GPU.Framebuffer[frontbuf][0] && emuThread->NDS->GPU.Framebuffer[frontbuf][1])
+ {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 192, GL_RGBA,
+ GL_UNSIGNED_BYTE, emuThread->NDS->GPU.Framebuffer[frontbuf][0].get());
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192+2, 256, 192, GL_RGBA,
+ GL_UNSIGNED_BYTE, emuThread->NDS->GPU.Framebuffer[frontbuf][1].get());
+ }
+ }
+
+ screenSettingsLock.lock();
+
+ GLint filter = this->filter ? GL_LINEAR : GL_NEAREST;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
+
+ glBindBuffer(GL_ARRAY_BUFFER, screenVertexBuffer);
+ glBindVertexArray(screenVertexArray);
+
+ for (int i = 0; i < numScreens; i++)
+ {
+ glUniformMatrix2x3fv(screenShaderTransformULoc, 1, GL_TRUE, screenMatrix[i]);
+ glDrawArrays(GL_TRIANGLES, screenKind[i] == 0 ? 0 : 2*3, 2*3);
+ }
+
+ screenSettingsLock.unlock();
+
+ OSD::Update();
+ OSD::DrawGL(w, h);
+
+ glContext->SwapBuffers();
+}
+
qreal ScreenPanelGL::devicePixelRatioFromScreen() const
{
const QScreen* screen_for_ratio = window()->windowHandle()->screen();
@@ -507,8 +669,7 @@ void ScreenPanelGL::setupScreenLayout()
int h = height();
screenSetupLayout(w, h);
- if (emuThread)
- transferLayout(emuThread);
+ transferLayout();
}
void ScreenPanelGL::resizeEvent(QResizeEvent* event)
@@ -550,11 +711,26 @@ bool ScreenPanelGL::event(QEvent* event)
return QWidget::event(event);
}
-void ScreenPanelGL::transferLayout(EmuThread* thread)
+void ScreenPanelGL::transferLayout()
{
std::optional<WindowInfo> windowInfo = getWindowInfo();
if (windowInfo.has_value())
- thread->updateScreenSettings(Config::ScreenFilter, *windowInfo, numScreens, screenKind, &screenMatrix[0][0]);
+ {
+ screenSettingsLock.lock();
+
+ if (lastScreenWidth != windowInfo->surface_width || lastScreenHeight != windowInfo->surface_height)
+ {
+ if (glContext)
+ glContext->ResizeSurface(windowInfo->surface_width, windowInfo->surface_height);
+ lastScreenWidth = windowInfo->surface_width;
+ lastScreenHeight = windowInfo->surface_height;
+ }
+
+ this->filter = Config::ScreenFilter;
+ this->windowInfo = *windowInfo;
+
+ screenSettingsLock.unlock();
+ }
}
void ScreenPanelGL::onScreenLayoutChanged()