video_core: Implement opengl draw_texture
This commit is contained in:
@@ -99,6 +99,8 @@ add_library(video_core STATIC
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renderer_null/null_rasterizer.h
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renderer_null/renderer_null.cpp
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renderer_null/renderer_null.h
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renderer_opengl/blit_image.cpp
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renderer_opengl/blit_image.h
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renderer_opengl/gl_buffer_cache.cpp
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renderer_opengl/gl_buffer_cache.h
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renderer_opengl/gl_compute_pipeline.cpp
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@@ -11,6 +11,7 @@ set(GLSL_INCLUDES
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set(SHADER_FILES
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astc_decoder.comp
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blit_color_float.frag
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block_linear_unswizzle_2d.comp
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block_linear_unswizzle_3d.comp
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convert_abgr8_to_d24s8.frag
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@@ -36,7 +37,6 @@ set(SHADER_FILES
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smaa_blending_weight_calculation.frag
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smaa_neighborhood_blending.vert
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smaa_neighborhood_blending.frag
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vulkan_blit_color_float.frag
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vulkan_blit_depth_stencil.frag
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vulkan_fidelityfx_fsr_easu_fp16.comp
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vulkan_fidelityfx_fsr_easu_fp32.comp
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@@ -4,13 +4,20 @@
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#version 450
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#ifdef VULKAN
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#define VERTEX_ID gl_VertexIndex
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#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
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#define END_PUSH_CONSTANTS };
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#define UNIFORM(n)
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#define FLIPY 1
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define VERTEX_ID gl_VertexID
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#define BEGIN_PUSH_CONSTANTS
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#define END_PUSH_CONSTANTS
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#define FLIPY -1
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#define UNIFORM(n) layout (location = n) uniform
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out gl_PerVertex {
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vec4 gl_Position;
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};
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#endif
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BEGIN_PUSH_CONSTANTS
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@@ -21,8 +28,8 @@ END_PUSH_CONSTANTS
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layout(location = 0) out vec2 texcoord;
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void main() {
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float x = float((gl_VertexIndex & 1) << 2);
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float y = float((gl_VertexIndex & 2) << 1);
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gl_Position = vec4(x - 1.0, y - 1.0, 0.0, 1.0);
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float x = float((VERTEX_ID & 1) << 2);
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float y = float((VERTEX_ID & 2) << 1);
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gl_Position = vec4(x - 1.0, FLIPY * (y - 1.0), 0.0, 1.0);
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texcoord = fma(vec2(x, y) / 2.0, tex_scale, tex_offset);
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}
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}
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59
src/video_core/renderer_opengl/blit_image.cpp
Normal file
59
src/video_core/renderer_opengl/blit_image.cpp
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@@ -0,0 +1,59 @@
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <algorithm>
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#include "video_core/host_shaders/blit_color_float_frag.h"
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#include "video_core/host_shaders/full_screen_triangle_vert.h"
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#include "video_core/renderer_opengl/blit_image.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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namespace OpenGL {
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BlitImageHelper::BlitImageHelper(ProgramManager& program_manager_)
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: program_manager(program_manager_),
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full_screen_vert(CreateProgram(HostShaders::FULL_SCREEN_TRIANGLE_VERT, GL_VERTEX_SHADER)),
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blit_color_to_color_frag(
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CreateProgram(HostShaders::BLIT_COLOR_FLOAT_FRAG, GL_FRAGMENT_SHADER)) {}
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BlitImageHelper::~BlitImageHelper() = default;
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void BlitImageHelper::BlitColor(GLuint dst_framebuffer, GLuint src_image_view, GLuint src_sampler,
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const Region2D& dst_region, const Region2D& src_region,
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const Extent3D& src_size) {
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glEnable(GL_CULL_FACE);
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glDisable(GL_COLOR_LOGIC_OP);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glDisable(GL_RASTERIZER_DISCARD);
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glDisable(GL_ALPHA_TEST);
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glDisablei(GL_BLEND, 0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glCullFace(GL_BACK);
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glFrontFace(GL_CW);
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthRangeIndexed(0, 0.0, 0.0);
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program_manager.BindPresentPrograms(full_screen_vert.handle, blit_color_to_color_frag.handle);
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glProgramUniform2f(full_screen_vert.handle, 0,
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static_cast<float>(src_region.end.x - src_region.start.x) /
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static_cast<float>(src_size.width),
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static_cast<float>(src_region.end.y - src_region.start.y) /
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static_cast<float>(src_size.height));
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glProgramUniform2f(full_screen_vert.handle, 1,
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static_cast<float>(src_region.start.x) / static_cast<float>(src_size.width),
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static_cast<float>(src_region.start.y) /
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static_cast<float>(src_size.height));
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glViewport(std::min(dst_region.start.x, dst_region.end.x),
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std::min(dst_region.start.y, dst_region.end.y),
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std::abs(dst_region.end.x - dst_region.start.x),
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std::abs(dst_region.end.y - dst_region.start.y));
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst_framebuffer);
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glBindSampler(0, src_sampler);
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glBindTextureUnit(0, src_image_view);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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} // namespace OpenGL
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38
src/video_core/renderer_opengl/blit_image.h
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38
src/video_core/renderer_opengl/blit_image.h
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@@ -0,0 +1,38 @@
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <glad/glad.h>
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#include "video_core/engines/fermi_2d.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/texture_cache/types.h"
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namespace OpenGL {
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using VideoCommon::Extent3D;
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using VideoCommon::Offset2D;
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using VideoCommon::Region2D;
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class ProgramManager;
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class Framebuffer;
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class ImageView;
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class BlitImageHelper {
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public:
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explicit BlitImageHelper(ProgramManager& program_manager);
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~BlitImageHelper();
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void BlitColor(GLuint dst_framebuffer, GLuint src_image_view, GLuint src_sampler,
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const Region2D& dst_region, const Region2D& src_region,
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const Extent3D& src_size);
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private:
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ProgramManager& program_manager;
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OGLProgram full_screen_vert;
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OGLProgram blit_color_to_color_frag;
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};
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} // namespace OpenGL
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@@ -64,7 +64,8 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& emu_window_, Tegra
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shader_cache(*this, emu_window_, device, texture_cache, buffer_cache, program_manager,
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state_tracker, gpu.ShaderNotify()),
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query_cache(*this), accelerate_dma(buffer_cache),
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fence_manager(*this, gpu, texture_cache, buffer_cache, query_cache) {}
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fence_manager(*this, gpu, texture_cache, buffer_cache, query_cache),
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blit_image(program_manager_) {}
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RasterizerOpenGL::~RasterizerOpenGL() = default;
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@@ -327,8 +328,6 @@ void RasterizerOpenGL::DrawTexture() {
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texture_cache.SynchronizeGraphicsDescriptors();
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texture_cache.UpdateRenderTargets(false);
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state_tracker.BindFramebuffer(texture_cache.GetFramebuffer()->Handle());
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SyncState();
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const auto& draw_texture_state = maxwell3d->draw_manager->GetDrawTextureState();
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@@ -336,17 +335,26 @@ void RasterizerOpenGL::DrawTexture() {
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const auto& texture = texture_cache.GetImageView(draw_texture_state.src_texture);
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if (device.HasDrawTexture()) {
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glDrawTextureNV(texture.DefaultHandle(), sampler->Handle(),
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static_cast<float>(draw_texture_state.dst_x0),
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static_cast<float>(draw_texture_state.dst_y0),
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static_cast<float>(draw_texture_state.dst_x1),
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static_cast<float>(draw_texture_state.dst_y1), 0,
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static_cast<float>(draw_texture_state.src_x0) / texture.size.width,
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static_cast<float>(draw_texture_state.src_y0) / texture.size.height,
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static_cast<float>(draw_texture_state.src_x1) / texture.size.width,
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static_cast<float>(draw_texture_state.src_y1) / texture.size.height);
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state_tracker.BindFramebuffer(texture_cache.GetFramebuffer()->Handle());
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glDrawTextureNV(texture.DefaultHandle(), sampler->Handle(), draw_texture_state.dst_x0,
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draw_texture_state.dst_y0, draw_texture_state.dst_x1,
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draw_texture_state.dst_y1, 0,
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draw_texture_state.src_x0 / static_cast<float>(texture.size.width),
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draw_texture_state.src_y0 / static_cast<float>(texture.size.height),
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draw_texture_state.src_x1 / static_cast<float>(texture.size.width),
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draw_texture_state.src_y1 / static_cast<float>(texture.size.height));
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} else {
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UNIMPLEMENTED();
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Region2D dst_region = {Offset2D{.x = static_cast<s32>(draw_texture_state.dst_x0),
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.y = static_cast<s32>(draw_texture_state.dst_y0)},
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Offset2D{.x = static_cast<s32>(draw_texture_state.dst_x1),
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.y = static_cast<s32>(draw_texture_state.dst_y1)}};
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Region2D src_region = {Offset2D{.x = static_cast<s32>(draw_texture_state.src_x0),
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.y = static_cast<s32>(draw_texture_state.src_y0)},
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Offset2D{.x = static_cast<s32>(draw_texture_state.src_x1),
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.y = static_cast<s32>(draw_texture_state.src_y1)}};
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blit_image.BlitColor(texture_cache.GetFramebuffer()->Handle(), texture.DefaultHandle(),
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sampler->Handle(), dst_region, src_region, texture.size);
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}
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++num_queued_commands;
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@@ -16,6 +16,7 @@
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#include "video_core/engines/maxwell_dma.h"
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#include "video_core/rasterizer_accelerated.h"
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#include "video_core/rasterizer_interface.h"
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#include "video_core/renderer_opengl/blit_image.h"
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#include "video_core/renderer_opengl/gl_buffer_cache.h"
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#include "video_core/renderer_opengl/gl_device.h"
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#include "video_core/renderer_opengl/gl_fence_manager.h"
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@@ -225,6 +226,8 @@ private:
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AccelerateDMA accelerate_dma;
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FenceManagerOpenGL fence_manager;
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BlitImageHelper blit_image;
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boost::container::static_vector<u32, MAX_IMAGE_VIEWS> image_view_indices;
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std::array<ImageViewId, MAX_IMAGE_VIEWS> image_view_ids;
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boost::container::static_vector<GLuint, MAX_TEXTURES> sampler_handles;
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@@ -4,13 +4,13 @@
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#include <algorithm>
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#include "common/settings.h"
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#include "video_core/host_shaders/blit_color_float_frag_spv.h"
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#include "video_core/host_shaders/convert_abgr8_to_d24s8_frag_spv.h"
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#include "video_core/host_shaders/convert_d24s8_to_abgr8_frag_spv.h"
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#include "video_core/host_shaders/convert_depth_to_float_frag_spv.h"
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#include "video_core/host_shaders/convert_float_to_depth_frag_spv.h"
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#include "video_core/host_shaders/convert_s8d24_to_abgr8_frag_spv.h"
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#include "video_core/host_shaders/full_screen_triangle_vert_spv.h"
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#include "video_core/host_shaders/vulkan_blit_color_float_frag_spv.h"
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#include "video_core/host_shaders/vulkan_blit_depth_stencil_frag_spv.h"
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#include "video_core/renderer_vulkan/blit_image.h"
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#include "video_core/renderer_vulkan/maxwell_to_vk.h"
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@@ -368,7 +368,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, Scheduler& scheduler_,
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two_textures_pipeline_layout(device.GetLogical().CreatePipelineLayout(
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PipelineLayoutCreateInfo(two_textures_set_layout.address()))),
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full_screen_vert(BuildShader(device, FULL_SCREEN_TRIANGLE_VERT_SPV)),
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blit_color_to_color_frag(BuildShader(device, VULKAN_BLIT_COLOR_FLOAT_FRAG_SPV)),
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blit_color_to_color_frag(BuildShader(device, BLIT_COLOR_FLOAT_FRAG_SPV)),
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blit_depth_stencil_frag(BuildShader(device, VULKAN_BLIT_DEPTH_STENCIL_FRAG_SPV)),
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convert_depth_to_float_frag(BuildShader(device, CONVERT_DEPTH_TO_FLOAT_FRAG_SPV)),
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convert_float_to_depth_frag(BuildShader(device, CONVERT_FLOAT_TO_DEPTH_FRAG_SPV)),
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@@ -11,6 +11,7 @@
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namespace Vulkan {
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using VideoCommon::Extent3D;
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using VideoCommon::Offset2D;
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using VideoCommon::Region2D;
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class Device;
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@@ -281,12 +281,14 @@ void RasterizerVulkan::DrawTexture() {
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const auto& draw_texture_state = maxwell3d->draw_manager->GetDrawTextureState();
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const auto& sampler = texture_cache.GetGraphicsSampler(draw_texture_state.src_sampler);
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const auto& texture = texture_cache.GetImageView(draw_texture_state.src_texture);
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Region2D dst_region = {
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static_cast<s32>(draw_texture_state.dst_x0), static_cast<s32>(draw_texture_state.dst_y0),
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static_cast<s32>(draw_texture_state.dst_x1), static_cast<s32>(draw_texture_state.dst_y1)};
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Region2D src_region = {
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static_cast<s32>(draw_texture_state.src_x0), static_cast<s32>(draw_texture_state.src_y0),
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static_cast<s32>(draw_texture_state.src_x1), static_cast<s32>(draw_texture_state.src_y1)};
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Region2D dst_region = {Offset2D{.x = static_cast<s32>(draw_texture_state.dst_x0),
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.y = static_cast<s32>(draw_texture_state.dst_y0)},
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Offset2D{.x = static_cast<s32>(draw_texture_state.dst_x1),
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.y = static_cast<s32>(draw_texture_state.dst_y1)}};
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Region2D src_region = {Offset2D{.x = static_cast<s32>(draw_texture_state.src_x0),
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.y = static_cast<s32>(draw_texture_state.src_y0)},
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Offset2D{.x = static_cast<s32>(draw_texture_state.src_x1),
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.y = static_cast<s32>(draw_texture_state.src_y1)}};
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blit_image.BlitColor(texture_cache.GetFramebuffer(), texture.RenderTarget(), sampler->Handle(),
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dst_region, src_region, texture.size);
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}
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