Files
Xenia-Canary/src/xenia/ui/gl/gl4_elemental_renderer.cc
2015-08-18 14:18:00 -07:00

296 lines
9.6 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/gl/gl4_elemental_renderer.h"
#include <cstring>
#include <memory>
#include <string>
#include "el/graphics/bitmap_fragment.h"
#include "el/util/math.h"
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
#include "xenia/profiling.h"
#include "xenia/ui/gl/gl_context.h"
#include "xenia/ui/gl/gl.h"
namespace xe {
namespace ui {
namespace gl {
GL4ElementalRenderer::GL4Bitmap::GL4Bitmap(GLContext* context,
GL4ElementalRenderer* renderer)
: context_(context), renderer_(renderer) {}
GL4ElementalRenderer::GL4Bitmap::~GL4Bitmap() {
GraphicsContextLock lock(context_);
// Must flush and unbind before we delete the texture.
renderer_->FlushBitmap(this);
glMakeTextureHandleNonResidentARB(gpu_handle_);
glDeleteTextures(1, &handle_);
}
bool GL4ElementalRenderer::GL4Bitmap::Init(int width, int height,
uint32_t* data) {
assert(width == el::util::GetNearestPowerOfTwo(width));
assert(height == el::util::GetNearestPowerOfTwo(height));
width_ = width;
height_ = height;
glCreateTextures(GL_TEXTURE_2D, 1, &handle_);
glTextureParameteri(handle_, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(handle_, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTextureParameteri(handle_, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTextureParameteri(handle_, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTextureStorage2D(handle_, 1, GL_RGBA8, width_, height_);
gpu_handle_ = glGetTextureHandleARB(handle_);
glMakeTextureHandleResidentARB(gpu_handle_);
set_data(data);
return true;
}
void GL4ElementalRenderer::GL4Bitmap::set_data(uint32_t* data) {
renderer_->FlushBitmap(this);
glTextureSubImage2D(handle_, 0, 0, 0, width_, height_, GL_RGBA,
GL_UNSIGNED_BYTE, data);
}
GL4ElementalRenderer::GL4ElementalRenderer(GLContext* context)
: context_(context),
vertex_buffer_(max_vertex_batch_size() * sizeof(Vertex)) {}
GL4ElementalRenderer::~GL4ElementalRenderer() {
GraphicsContextLock lock(context_);
vertex_buffer_.Shutdown();
glDeleteVertexArrays(1, &vao_);
glDeleteProgram(program_);
}
std::unique_ptr<GL4ElementalRenderer> GL4ElementalRenderer::Create(
GLContext* context) {
GraphicsContextLock lock(context);
auto renderer = std::make_unique<GL4ElementalRenderer>(context);
if (!renderer->Initialize()) {
XELOGE("Failed to initialize TurboBadger GL4 renderer");
return nullptr;
}
return renderer;
}
bool GL4ElementalRenderer::Initialize() {
if (!vertex_buffer_.Initialize()) {
XELOGE("Failed to initialize circular buffer");
return false;
}
const std::string header =
R"(
#version 450
#extension GL_ARB_bindless_texture : require
#extension GL_ARB_explicit_uniform_location : require
#extension GL_ARB_shading_language_420pack : require
precision highp float;
precision highp int;
layout(std140, column_major) uniform;
layout(std430, column_major) buffer;
)";
const std::string vertex_shader_source = header +
R"(
layout(location = 0) uniform mat4 projection_matrix;
layout(location = 0) in vec2 in_pos;
layout(location = 1) in vec4 in_color;
layout(location = 2) in vec2 in_uv;
layout(location = 0) out vec4 vtx_color;
layout(location = 1) out vec2 vtx_uv;
void main() {
gl_Position = projection_matrix * vec4(in_pos.xy, 0.0, 1.0);
vtx_color = in_color;
vtx_uv = in_uv;
})";
const std::string fragment_shader_source = header +
R"(
layout(location = 1, bindless_sampler) uniform sampler2D texture_sampler;
layout(location = 2) uniform float texture_mix;
layout(location = 0) in vec4 vtx_color;
layout(location = 1) in vec2 vtx_uv;
layout(location = 0) out vec4 oC;
void main() {
oC = vtx_color;
if (texture_mix > 0.0) {
vec4 color = texture(texture_sampler, vtx_uv);
oC *= color.rgba;
}
})";
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
const char* vertex_shader_source_ptr = vertex_shader_source.c_str();
GLint vertex_shader_source_length = GLint(vertex_shader_source.size());
glShaderSource(vertex_shader, 1, &vertex_shader_source_ptr,
&vertex_shader_source_length);
glCompileShader(vertex_shader);
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
const char* fragment_shader_source_ptr = fragment_shader_source.c_str();
GLint fragment_shader_source_length = GLint(fragment_shader_source.size());
glShaderSource(fragment_shader, 1, &fragment_shader_source_ptr,
&fragment_shader_source_length);
glCompileShader(fragment_shader);
program_ = glCreateProgram();
glAttachShader(program_, vertex_shader);
glAttachShader(program_, fragment_shader);
glLinkProgram(program_);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
glCreateVertexArrays(1, &vao_);
glEnableVertexArrayAttrib(vao_, 0);
glVertexArrayAttribBinding(vao_, 0, 0);
glVertexArrayAttribFormat(vao_, 0, 2, GL_FLOAT, GL_FALSE,
offsetof(Vertex, x));
glEnableVertexArrayAttrib(vao_, 1);
glVertexArrayAttribBinding(vao_, 1, 0);
glVertexArrayAttribFormat(vao_, 1, 4, GL_UNSIGNED_BYTE, GL_TRUE,
offsetof(Vertex, color));
glEnableVertexArrayAttrib(vao_, 2);
glVertexArrayAttribBinding(vao_, 2, 0);
glVertexArrayAttribFormat(vao_, 2, 2, GL_FLOAT, GL_FALSE,
offsetof(Vertex, u));
glVertexArrayVertexBuffer(vao_, 0, vertex_buffer_.handle(), 0,
sizeof(Vertex));
return true;
}
std::unique_ptr<el::graphics::Bitmap> GL4ElementalRenderer::CreateBitmap(
int width, int height, uint32_t* data) {
auto bitmap = std::make_unique<GL4Bitmap>(context_, this);
if (!bitmap->Init(width, height, data)) {
return nullptr;
}
return std::unique_ptr<el::graphics::Bitmap>(bitmap.release());
}
void GL4ElementalRenderer::set_clip_rect(const el::Rect& rect) {
Flush();
glScissor(clip_rect_.x, screen_rect_.h - (clip_rect_.y + clip_rect_.h),
clip_rect_.w, clip_rect_.h);
}
void GL4ElementalRenderer::BeginPaint(int render_target_w,
int render_target_h) {
Renderer::BeginPaint(render_target_w, render_target_h);
batch_.vertices = vertices_;
glEnablei(GL_BLEND, 0);
glBlendFunci(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
glViewport(0, 0, render_target_w, render_target_h);
glScissor(0, 0, render_target_w, render_target_h);
float left = 0.0f;
float right = static_cast<float>(render_target_w);
float bottom = static_cast<float>(render_target_h);
float top = 0.0f;
float z_near = -1.0f;
float z_far = 1.0f;
float projection[16] = {0};
projection[0] = 2.0f / (right - left);
projection[5] = 2.0f / (top - bottom);
projection[10] = -2.0f / (z_far - z_near);
projection[12] = -(right + left) / (right - left);
projection[13] = -(top + bottom) / (top - bottom);
projection[14] = -(z_far + z_near) / (z_far - z_near);
projection[15] = 1.0f;
glProgramUniformMatrix4fv(program_, 0, 1, GL_FALSE, projection);
current_bitmap_ = nullptr;
glUseProgram(program_);
glBindVertexArray(vao_);
glProgramUniform1f(program_, 2, 0.0f);
}
void GL4ElementalRenderer::EndPaint() {
Renderer::EndPaint();
Flush();
glUseProgram(0);
glBindVertexArray(0);
}
void GL4ElementalRenderer::Flush() {
if (!draw_command_count_) {
return;
}
vertex_buffer_.Flush();
for (size_t i = 0; i < draw_command_count_; ++i) {
glDrawArrays(draw_commands_[i].prim_type,
GLint(draw_commands_[i].vertex_offset),
GLsizei(draw_commands_[i].vertex_count));
}
draw_command_count_ = 0;
// TODO(benvanik): don't finish here.
vertex_buffer_.WaitUntilClean();
}
void GL4ElementalRenderer::RenderBatch(Batch* batch) {
if (draw_command_count_ + 1 > kMaxCommands) {
Flush();
}
size_t total_length = sizeof(Vertex) * batch->vertex_count;
if (!vertex_buffer_.CanAcquire(total_length)) {
Flush();
}
auto bitmap = static_cast<GL4Bitmap*>(batch->bitmap);
if (bitmap != current_bitmap_) {
Flush();
current_bitmap_ = bitmap;
glProgramUniformHandleui64ARB(program_, 1,
bitmap ? bitmap->gpu_handle_ : 0);
glProgramUniform1f(program_, 2, bitmap ? 1.0f : 0.0f);
}
auto allocation = vertex_buffer_.Acquire(total_length);
// TODO(benvanik): custom batcher that lets us use the ringbuffer memory
// without a copy.
std::memcpy(allocation.host_ptr, batch->vertices, total_length);
if (draw_command_count_ &&
draw_commands_[draw_command_count_ - 1].prim_type == GL_TRIANGLES) {
// Coalesce.
assert_always("haven't seen this yet");
auto& prev_command = draw_commands_[draw_command_count_ - 1];
prev_command.vertex_count += batch->vertex_count;
} else {
auto& command = draw_commands_[draw_command_count_++];
command.prim_type = GL_TRIANGLES;
command.vertex_offset = allocation.offset / sizeof(Vertex);
command.vertex_count = batch->vertex_count;
}
vertex_buffer_.Commit(std::move(allocation));
}
} // namespace gl
} // namespace ui
} // namespace xe