/* 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; const char* kRenderVS = R"(#version 400 layout(location=0) in uvec4 vPosition; void main() { // burp vec4 fpos; fpos.x = ((float(vPosition.x) / 256.0) * 2.0) - 1.0; fpos.y = ((float(vPosition.y) / 192.0) * 2.0) - 1.0; fpos.z = 0.0; fpos.w = 1.0; gl_Position = fpos; } )"; const char* kRenderFS = R"(#version 400 out vec4 oColor; void main() { oColor = vec4(0, 63.0/255.0, 63.0/255.0, 31.0/255.0); } )"; GLuint RenderShader[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 FramebufferID, PixelbufferID; u8 Framebuffer[256*192*4]; u8 CurLine[256*4]; 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); #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 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); // TODO: make configurable (hires, etc) glViewport(0, 0, 256, 192); glDepthRange(0, 1); if (!BuildShaderProgram(kRenderVS, kRenderFS, RenderShader, "RenderShader")) 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)); u8* test_tex = new u8[256*192*4]; u8* ptr = test_tex; for (int y = 0; y < 192; y++) { for (int x = 0; x < 256; x++) { if ((x & 0x10) ^ (y & 0x10)) { *ptr++ = 0x3F; *ptr++ = 0x00; *ptr++ = 0; *ptr++ = 0x1F; } else { *ptr++ = 0x3F; *ptr++ = y>>2; *ptr++ = 0; *ptr++ = 0x1F; } } } glGenFramebuffers(1, &FramebufferID); glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID); GLuint frametex; glGenTextures(1, &frametex); glBindTexture(GL_TEXTURE_2D, frametex); 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, test_tex); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, frametex, 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); return true; } void DeInit() { // } 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); glClear(GL_COLOR_BUFFER_BIT); // render shit here glUseProgram(RenderShader[2]); BuildPolygons(&RenderPolygonRAM[0], RenderNumPolygons); glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID); glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer); glBindVertexArray(VertexArrayID); glDrawElements(GL_TRIANGLES, NumTriangles, 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]; } } }