/* 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 #include #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::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]); } }