/* Copyright 2016-2019 Arisotura 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 #include #include #include #include "NDS.h" #include "GPU.h" #include "Platform.h" namespace GPU3D { namespace GLRenderer43 { PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers; PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers; PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer; PFNGLFRAMEBUFFERTEXTUREPROC glFramebufferTexture; PFNGLGENBUFFERSPROC glGenBuffers; PFNGLDELETEBUFFERSPROC glDeleteBuffers; PFNGLBINDBUFFERPROC glBindBuffer; PFNGLMAPBUFFERPROC glMapBuffer; PFNGLMAPBUFFERRANGEPROC glMapBufferRange; PFNGLUNMAPBUFFERPROC glUnmapBuffer; PFNGLBUFFERDATAPROC glBufferData; PFNGLBUFFERSUBDATAPROC glBufferSubData; PFNGLGENVERTEXARRAYSPROC glGenVertexArrays; PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays; PFNGLBINDVERTEXARRAYPROC glBindVertexArray; PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer; PFNGLCREATESHADERPROC glCreateShader; PFNGLSHADERSOURCEPROC glShaderSource; PFNGLCOMPILESHADERPROC glCompileShader; PFNGLCREATEPROGRAMPROC glCreateProgram; PFNGLATTACHSHADERPROC glAttachShader; PFNGLLINKPROGRAMPROC glLinkProgram; PFNGLUSEPROGRAMPROC glUseProgram; PFNGLGETSHADERIVPROC glGetShaderiv; PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; PFNGLGETPROGRAMIVPROC glGetProgramiv; PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; PFNGLDELETESHADERPROC glDeleteShader; PFNGLDELETEPROGRAMPROC glDeleteProgram; PFNGLBINDIMAGETEXTUREPROC glBindImageTexture; PFNGLGETSTRINGIPROC glGetStringi; const char* kShaderHeader = "#version 420"; const char* kRenderVSCommon = R"( // common shit goes here )"; const char* kRenderFSCommon = R"( vec4 FinalColor(vec4 col) { return col.bgra * vec4(63.0/255.0, 63.0/255.0, 63.0/255.0, 31.0/255.0); } )"; const char* kRenderVS_Z = R"( layout(location=0) in uvec4 vPosition; layout(location=1) in uvec4 vColor; layout(location=2) in uvec2 vTexcoord; layout(location=3) in uvec3 vPolygonAttr; smooth out vec4 fColor; void main() { uint attr = vPolygonAttr.x; uint zshift = (attr >> 16) & 0x1F; vec4 fpos; fpos.x = ((float(vPosition.x) * 2.0) / 256.0) - 1.0; fpos.y = ((float(vPosition.y) * 2.0) / 192.0) - 1.0; fpos.z = float(vPosition.z << zshift) / 16777216.0; fpos.w = float(vPosition.w) / 65536.0f; fpos.xyz *= fpos.w; fColor = vec4(vColor) / vec4(255.0,255.0,255.0,31.0); gl_Position = fpos; } )"; const char* kRenderVS_W = R"( layout(location=0) in uvec4 vPosition; layout(location=1) in uvec4 vColor; layout(location=2) in uvec2 vTexcoord; layout(location=3) in uvec3 vPolygonAttr; smooth out float fZ; smooth out vec4 fColor; void main() { uint attr = vPolygonAttr.x; uint zshift = (attr >> 16) & 0x1F; vec4 fpos; fpos.x = ((float(vPosition.x) * 2.0) / 256.0) - 1.0; fpos.y = ((float(vPosition.y) * 2.0) / 192.0) - 1.0; fZ = float(vPosition.z << zshift) / 16777216.0; fpos.w = float(vPosition.w) / 65536.0f; fpos.xy *= fpos.w; fColor = vec4(vColor) / vec4(255.0,255.0,255.0,31.0); gl_Position = fpos; } )"; const char* kRenderFS_Z = R"( smooth in vec4 fColor; out vec4 oColor; void main() { vec4 finalcolor; finalcolor.rgb = fColor.rgb; finalcolor.a = 1.0; oColor = FinalColor(finalcolor); } )"; const char* kRenderFS_W = R"( smooth in float fZ; smooth in vec4 fColor; out vec4 oColor; void main() { vec4 finalcolor; finalcolor.rgb = fColor.rgb; finalcolor.a = 1.0; oColor = FinalColor(finalcolor); gl_FragDepth = fZ; } )"; enum { RenderFlag_WBuffer = 0x01, }; GLuint RenderShader[16][3]; // vertex buffer // * XYZW: 4x16bit // * RGBA: 4x8bit // * ST: 2x16bit // * polygon data: 3x32bit (polygon/texture attributes) // // polygon attributes: // * bit4-7, 11, 14-15, 24-29: POLYGON_ATTR // * bit16-20: Z shift // * bit8: front-facing (?) // * bit9: W-buffering (?) GLuint VertexBufferID; u32 VertexBuffer[10240 * 7]; u32 NumVertices; GLuint VertexArrayID; u16 IndexBuffer[2048 * 10]; u32 NumTriangles; GLuint FramebufferTex[2]; GLuint FramebufferID, PixelbufferID; u8 Framebuffer[256*192*4]; u8 CurLine[256*4]; GLuint AuxBufferID; bool InitGLExtensions() { #define LOADPROC(type, name) \ name = (PFN##type##PROC)Platform::GL_GetProcAddress(#name); \ if (!name) { printf("OpenGL: " #name " not found\n"); return false; } LOADPROC(GLGENFRAMEBUFFERS, glGenFramebuffers); LOADPROC(GLDELETEFRAMEBUFFERS, glDeleteFramebuffers); LOADPROC(GLBINDFRAMEBUFFER, glBindFramebuffer); LOADPROC(GLFRAMEBUFFERTEXTURE, glFramebufferTexture); LOADPROC(GLGENBUFFERS, glGenBuffers); LOADPROC(GLDELETEBUFFERS, glDeleteBuffers); LOADPROC(GLBINDBUFFER, glBindBuffer); LOADPROC(GLMAPBUFFER, glMapBuffer); LOADPROC(GLMAPBUFFERRANGE, glMapBufferRange); LOADPROC(GLUNMAPBUFFER, glUnmapBuffer); LOADPROC(GLBUFFERDATA, glBufferData); LOADPROC(GLBUFFERSUBDATA, glBufferSubData); LOADPROC(GLGENVERTEXARRAYS, glGenVertexArrays); LOADPROC(GLDELETEVERTEXARRAYS, glDeleteVertexArrays); LOADPROC(GLBINDVERTEXARRAY, glBindVertexArray); LOADPROC(GLENABLEVERTEXATTRIBARRAY, glEnableVertexAttribArray); LOADPROC(GLVERTEXATTRIBPOINTER, glVertexAttribPointer); LOADPROC(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer); LOADPROC(GLCREATESHADER, glCreateShader); LOADPROC(GLSHADERSOURCE, glShaderSource); LOADPROC(GLCOMPILESHADER, glCompileShader); LOADPROC(GLCREATEPROGRAM, glCreateProgram); LOADPROC(GLATTACHSHADER, glAttachShader); LOADPROC(GLLINKPROGRAM, glLinkProgram); LOADPROC(GLUSEPROGRAM, glUseProgram); LOADPROC(GLGETSHADERIV, glGetShaderiv); LOADPROC(GLGETSHADERINFOLOG, glGetShaderInfoLog); LOADPROC(GLGETPROGRAMIV, glGetProgramiv); LOADPROC(GLGETPROGRAMINFOLOG, glGetProgramInfoLog); LOADPROC(GLDELETESHADER, glDeleteShader); LOADPROC(GLDELETEPROGRAM, glDeleteProgram); LOADPROC(GLBINDIMAGETEXTURE, glBindImageTexture); LOADPROC(GLGETSTRINGI, glGetStringi); #undef LOADPROC return true; } bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name) { int len; int res; ids[0] = glCreateShader(GL_VERTEX_SHADER); len = strlen(vs); glShaderSource(ids[0], 1, &vs, &len); glCompileShader(ids[0]); glGetShaderiv(ids[0], GL_COMPILE_STATUS, &res); if (res != GL_TRUE) { glGetShaderiv(ids[0], GL_INFO_LOG_LENGTH, &res); if (res < 1) res = 1024; char* log = new char[res+1]; glGetShaderInfoLog(ids[0], res+1, NULL, log); printf("OpenGL: failed to compile vertex shader %s: %s\n", name, log); delete[] log; glDeleteShader(ids[0]); return false; } ids[1] = glCreateShader(GL_FRAGMENT_SHADER); len = strlen(fs); glShaderSource(ids[1], 1, &fs, &len); glCompileShader(ids[1]); glGetShaderiv(ids[1], GL_COMPILE_STATUS, &res); if (res != GL_TRUE) { glGetShaderiv(ids[1], GL_INFO_LOG_LENGTH, &res); if (res < 1) res = 1024; char* log = new char[res+1]; glGetShaderInfoLog(ids[1], res+1, NULL, log); printf("OpenGL: failed to compile fragment shader %s: %s\n", name, log); delete[] log; glDeleteShader(ids[0]); glDeleteShader(ids[1]); return false; } ids[2] = glCreateProgram(); glAttachShader(ids[2], ids[0]); glAttachShader(ids[2], ids[1]); glLinkProgram(ids[2]); glGetProgramiv(ids[2], GL_LINK_STATUS, &res); if (res != GL_TRUE) { glGetProgramiv(ids[2], GL_INFO_LOG_LENGTH, &res); if (res < 1) res = 1024; char* log = new char[res+1]; glGetProgramInfoLog(ids[2], res+1, NULL, log); printf("OpenGL: failed to link program %s: %s\n", name, log); delete[] log; glDeleteShader(ids[0]); glDeleteShader(ids[1]); glDeleteProgram(ids[2]); return false; } return true; } bool BuildRenderShader(u32 flags, const char* vs, const char* fs) { char shadername[32]; sprintf(shadername, "RenderShader%02X", flags); int headerlen = strlen(kShaderHeader); int vslen = strlen(vs); int vsclen = strlen(kRenderVSCommon); char* vsbuf = new char[headerlen + vsclen + vslen + 1]; strcpy(&vsbuf[0], kShaderHeader); strcpy(&vsbuf[headerlen], kRenderVSCommon); strcpy(&vsbuf[headerlen + vsclen], vs); int fslen = strlen(fs); int fsclen = strlen(kRenderFSCommon); char* fsbuf = new char[headerlen + fsclen + fslen + 1]; strcpy(&fsbuf[0], kShaderHeader); strcpy(&fsbuf[headerlen], kRenderFSCommon); strcpy(&fsbuf[headerlen + fsclen], fs); bool ret = BuildShaderProgram(vsbuf, fsbuf, RenderShader[flags], shadername); delete[] vsbuf; delete[] fsbuf; return ret; } void UseRenderShader(u32 flags) { glUseProgram(RenderShader[flags][2]); } bool Init() { if (!InitGLExtensions()) return false; const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string const GLubyte* version = glGetString(GL_VERSION); // version as a string printf("OpenGL: renderer: %s\n", renderer); printf("OpenGL: version: %s\n", version); int barg1, barg2; glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &barg1); glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &barg2); printf("max texture: %d\n", barg1); printf("max comb. texture: %d\n", barg2); glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &barg1); printf("max arraytex levels: %d\n", barg1); /*glGetIntegerv(GL_NUM_EXTENSIONS, &barg1); printf("extensions: %d\n", barg1); for (int i = 0; i < barg1; i++) { const GLubyte* ext = glGetStringi(GL_EXTENSIONS, i); printf("- %s\n", ext); }*/ // TODO: make configurable (hires, etc) glViewport(0, 0, 256, 192); glDepthRange(0, 1); glClearDepth(1.0); //if (!BuildShaderProgram(kRenderVS, kRenderFS, RenderShader, "RenderShader")) // return false; if (!BuildRenderShader(0, kRenderVS_Z, kRenderFS_Z)) return false; if (!BuildRenderShader(RenderFlag_WBuffer, kRenderVS_W, kRenderFS_W)) return false; glGenBuffers(1, &VertexBufferID); glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID); glBufferData(GL_ARRAY_BUFFER, sizeof(VertexBuffer), NULL, GL_DYNAMIC_DRAW); glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); glEnableVertexAttribArray(0); // position glVertexAttribIPointer(0, 4, GL_UNSIGNED_SHORT, 7*4, (void*)(0)); glEnableVertexAttribArray(1); // color glVertexAttribIPointer(1, 4, GL_UNSIGNED_BYTE, 7*4, (void*)(2*4)); glEnableVertexAttribArray(2); // texcoords glVertexAttribIPointer(2, 2, GL_UNSIGNED_SHORT, 7*4, (void*)(3*4)); glEnableVertexAttribArray(3); // attrib glVertexAttribIPointer(3, 3, GL_UNSIGNED_INT, 7*4, (void*)(4*4)); glGenFramebuffers(1, &FramebufferID); glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID); glGenTextures(1, &FramebufferTex[0]); glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]); 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, 192, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0); glGenTextures(1, &FramebufferTex[1]); glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]); 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_DEPTH_COMPONENT, 256, 192, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); // welp glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, FramebufferTex[1], 0); glGenBuffers(1, &PixelbufferID); glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID); //glBufferData(GL_PIXEL_PACK_BUFFER, 256*48*4, NULL, GL_DYNAMIC_READ); glBufferData(GL_PIXEL_PACK_BUFFER, 256*192*4, NULL, GL_DYNAMIC_READ); glGenTextures(1, &AuxBufferID); glBindTexture(GL_TEXTURE_2D, AuxBufferID); 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_RG32UI, 256, 192, 0, GL_RG_INTEGER, GL_UNSIGNED_INT, NULL); return true; } void DeInit() { // TODO CLEAN UP SHIT!!!! } void Reset() { // } void BuildPolygons(Polygon** polygons, int npolys) { u32* vptr = &VertexBuffer[0]; u32 vidx = 0; u16* iptr = &IndexBuffer[0]; u32 numtriangles = 0; for (int i = 0; i < npolys; i++) { Polygon* poly = polygons[i]; if (poly->Degenerate) continue; u32 vidx_first = vidx; u32 polyattr = poly->Attr; u32 alpha = (polyattr >> 16) & 0x1F; u32 vtxattr = polyattr & 0x1F00C8F0; if (poly->FacingView) vtxattr |= (1<<8); if (poly->WBuffer) vtxattr |= (1<<9); // assemble vertices for (int j = 0; j < poly->NumVertices; j++) { Vertex* vtx = poly->Vertices[j]; u32 z = poly->FinalZ[j]; u32 w = poly->FinalW[j]; // Z should always fit within 16 bits, so it's okay to do this u32 zshift = 0; while (z > 0xFFFF) { z >>= 1; zshift++; } // TODO hires-upgraded positions? *vptr++ = vtx->FinalPosition[0] | (vtx->FinalPosition[1] << 16); *vptr++ = z | (w << 16); *vptr++ = (vtx->FinalColor[0] >> 1) | ((vtx->FinalColor[1] >> 1) << 8) | ((vtx->FinalColor[2] >> 1) << 16) | (alpha << 24); *vptr++ = vtx->TexCoords[0] | (vtx->TexCoords[1] << 16); *vptr++ = vtxattr | (zshift << 16); *vptr++ = poly->TexParam; *vptr++ = poly->TexPalette; if (j >= 2) { // build a triangle *iptr++ = vidx_first; *iptr++ = vidx - 1; *iptr++ = vidx; numtriangles++; } vidx++; } } NumTriangles = numtriangles; NumVertices = vidx; } void VCount144() { } void RenderFrame() { // TODO: proper clear color!! glClearColor(0, 0, 0, 31.0/255.0); glClearDepth(1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); { u32* dorp = new u32[256*192*2]; for (int i = 0; i < 256*192; i++) { dorp[i*2+0] = 0xFFFFFF; dorp[i*2+1] = 0; } glBindTexture(GL_TEXTURE_2D, AuxBufferID); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 192, GL_RG_INTEGER, GL_UNSIGNED_INT, dorp); delete[] dorp; } if (RenderNumPolygons) { // render shit here u32 flags = 0; if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer; UseRenderShader(flags); glBindTexture(GL_TEXTURE_2D, AuxBufferID); glBindImageTexture(0, AuxBufferID, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG32UI); // zorp glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); BuildPolygons(&RenderPolygonRAM[0], RenderNumPolygons); glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID); glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer); glBindVertexArray(VertexArrayID); glDrawElements(GL_TRIANGLES, NumTriangles*3, GL_UNSIGNED_SHORT, IndexBuffer); } glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID); glReadBuffer(GL_COLOR_ATTACHMENT0); //glReadPixels(0, 0, 256, 48, GL_RGBA, GL_UNSIGNED_BYTE, Framebuffer); glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID); //glReadPixels(0, 0, 256, 48, GL_BGRA, GL_UNSIGNED_BYTE, NULL); glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, NULL); } void RequestLine(int line) { if (line == 0) { u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY); //if (data) memcpy(&Framebuffer[4*256*0], data, 4*256*48); if (data) memcpy(&Framebuffer[4*256*0], data, 4*256*192); glUnmapBuffer(GL_PIXEL_PACK_BUFFER); //glReadPixels(0, 48, 256, 48, GL_BGRA, GL_UNSIGNED_BYTE, NULL); } /*else if (line == 48) { u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY); if (data) memcpy(&Framebuffer[4*256*48], data, 4*256*48); glUnmapBuffer(GL_PIXEL_PACK_BUFFER); glReadPixels(0, 96, 256, 48, GL_BGRA, GL_UNSIGNED_BYTE, NULL); } else if (line == 96) { u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY); if (data) memcpy(&Framebuffer[4*256*96], data, 4*256*48); glUnmapBuffer(GL_PIXEL_PACK_BUFFER); glReadPixels(0, 144, 256, 48, GL_BGRA, GL_UNSIGNED_BYTE, NULL); } else if (line == 144) { u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY); if (data) memcpy(&Framebuffer[4*256*144], data, 4*256*48); glUnmapBuffer(GL_PIXEL_PACK_BUFFER); }*/ } u32* GetLine(int line) { return (u32*)&Framebuffer[256*4 * line]; } } }