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authorDr. Chat <arkolbed@gmail.com>2018-05-04 11:54:33 -0500
committerDr. Chat <arkolbed@gmail.com>2018-05-04 11:54:33 -0500
commit040d8d1ade74f4c3f55e6ae6b5b3bfe692dc8128 (patch)
treed64e5422bf6c843384fc20578cc4d93c9a54f605
parentf54ac240a49c91d7c6d65acbf0ab51e69b7c5f19 (diff)
[GL4] Farewell, GL4 backend
-rw-r--r--premake5.lua2
-rw-r--r--src/xenia/app/premake5.lua2
-rw-r--r--src/xenia/app/xenia_main.cc8
-rw-r--r--src/xenia/gpu/gl4/draw_batcher.cc535
-rw-r--r--src/xenia/gpu/gl4/draw_batcher.h191
-rw-r--r--src/xenia/gpu/gl4/gl4_command_processor.cc2131
-rw-r--r--src/xenia/gpu/gl4/gl4_command_processor.h237
-rw-r--r--src/xenia/gpu/gl4/gl4_gpu_flags.cc17
-rw-r--r--src/xenia/gpu/gl4/gl4_gpu_flags.h21
-rw-r--r--src/xenia/gpu/gl4/gl4_graphics_system.cc86
-rw-r--r--src/xenia/gpu/gl4/gl4_graphics_system.h45
-rw-r--r--src/xenia/gpu/gl4/gl4_shader.cc298
-rw-r--r--src/xenia/gpu/gl4/gl4_shader.h54
-rw-r--r--src/xenia/gpu/gl4/gl4_shader_cache.cc187
-rw-r--r--src/xenia/gpu/gl4/gl4_shader_cache.h62
-rw-r--r--src/xenia/gpu/gl4/gl4_trace_viewer_main.cc109
-rw-r--r--src/xenia/gpu/gl4/premake5.lua97
-rw-r--r--src/xenia/gpu/gl4/texture_cache.cc1101
-rw-r--r--src/xenia/gpu/gl4/texture_cache.h119
-rw-r--r--src/xenia/hid/premake5.lua1
-rw-r--r--src/xenia/ui/gl/blitter.cc315
-rw-r--r--src/xenia/ui/gl/blitter.h70
-rw-r--r--src/xenia/ui/gl/circular_buffer.cc139
-rw-r--r--src/xenia/ui/gl/circular_buffer.h71
-rw-r--r--src/xenia/ui/gl/gl.h32
-rw-r--r--src/xenia/ui/gl/gl_context.cc268
-rw-r--r--src/xenia/ui/gl/gl_context.h93
-rw-r--r--src/xenia/ui/gl/gl_context_win.cc315
-rw-r--r--src/xenia/ui/gl/gl_context_win.h64
-rw-r--r--src/xenia/ui/gl/gl_context_x11.cc323
-rw-r--r--src/xenia/ui/gl/gl_context_x11.h69
-rw-r--r--src/xenia/ui/gl/gl_immediate_drawer.cc283
-rw-r--r--src/xenia/ui/gl/gl_immediate_drawer.h56
-rw-r--r--src/xenia/ui/gl/gl_provider.cc49
-rw-r--r--src/xenia/ui/gl/gl_provider.h40
-rw-r--r--src/xenia/ui/gl/gl_window_demo.cc30
-rw-r--r--src/xenia/ui/gl/premake5.lua65
37 files changed, 2 insertions, 7583 deletions
diff --git a/premake5.lua b/premake5.lua
index 5412aad33..a3dd2a3c8 100644
--- a/premake5.lua
+++ b/premake5.lua
@@ -242,13 +242,11 @@ solution("xenia")
include("src/xenia/debug/ui")
include("src/xenia/gpu")
include("src/xenia/gpu/null")
- include("src/xenia/gpu/gl4")
include("src/xenia/gpu/vulkan")
include("src/xenia/hid")
include("src/xenia/hid/nop")
include("src/xenia/kernel")
include("src/xenia/ui")
- include("src/xenia/ui/gl")
include("src/xenia/ui/spirv")
include("src/xenia/ui/vulkan")
include("src/xenia/vfs")
diff --git a/src/xenia/app/premake5.lua b/src/xenia/app/premake5.lua
index 4f5498b99..d4d9bb8e1 100644
--- a/src/xenia/app/premake5.lua
+++ b/src/xenia/app/premake5.lua
@@ -26,14 +26,12 @@ project("xenia-app")
"xenia-cpu-backend-x64",
"xenia-debug-ui",
"xenia-gpu",
- "xenia-gpu-gl4",
"xenia-gpu-null",
"xenia-gpu-vulkan",
"xenia-hid",
"xenia-hid-nop",
"xenia-kernel",
"xenia-ui",
- "xenia-ui-gl",
"xenia-ui-spirv",
"xenia-ui-vulkan",
"xenia-vfs",
diff --git a/src/xenia/app/xenia_main.cc b/src/xenia/app/xenia_main.cc
index 7b20892a7..be2f3d34b 100644
--- a/src/xenia/app/xenia_main.cc
+++ b/src/xenia/app/xenia_main.cc
@@ -26,7 +26,6 @@
#endif // XE_PLATFORM_WIN32
// Available graphics systems:
-#include "xenia/gpu/gl4/gl4_graphics_system.h"
#include "xenia/gpu/null/null_graphics_system.h"
#include "xenia/gpu/vulkan/vulkan_graphics_system.h"
@@ -38,7 +37,7 @@
#endif // XE_PLATFORM_WIN32
DEFINE_string(apu, "any", "Audio system. Use: [any, nop, xaudio2]");
-DEFINE_string(gpu, "any", "Graphics system. Use: [any, gl4, vulkan, null]");
+DEFINE_string(gpu, "any", "Graphics system. Use: [any, vulkan, null]");
DEFINE_string(hid, "any", "Input system. Use: [any, nop, winkey, xinput]");
DEFINE_string(target, "", "Specifies the target .xex or .iso to execute.");
@@ -71,10 +70,7 @@ std::unique_ptr<apu::AudioSystem> CreateAudioSystem(cpu::Processor* processor) {
}
std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem() {
- if (FLAGS_gpu.compare("gl4") == 0) {
- return std::unique_ptr<gpu::GraphicsSystem>(
- new xe::gpu::gl4::GL4GraphicsSystem());
- } else if (FLAGS_gpu.compare("vulkan") == 0) {
+ if (FLAGS_gpu.compare("vulkan") == 0) {
return std::unique_ptr<gpu::GraphicsSystem>(
new xe::gpu::vulkan::VulkanGraphicsSystem());
} else if (FLAGS_gpu.compare("null") == 0) {
diff --git a/src/xenia/gpu/gl4/draw_batcher.cc b/src/xenia/gpu/gl4/draw_batcher.cc
deleted file mode 100644
index fa2368884..000000000
--- a/src/xenia/gpu/gl4/draw_batcher.cc
+++ /dev/null
@@ -1,535 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#include "xenia/gpu/gl4/draw_batcher.h"
-
-#include <cstring>
-
-#include "xenia/base/logging.h"
-#include "xenia/base/math.h"
-#include "xenia/gpu/gl4/gl4_gpu_flags.h"
-#include "xenia/gpu/gpu_flags.h"
-
-namespace xe {
-namespace gpu {
-namespace gl4 {
-
-using namespace xe::gpu::xenos;
-
-const size_t kCommandBufferCapacity = 16 * (1024 * 1024);
-const size_t kCommandBufferAlignment = 4;
-const size_t kStateBufferCapacity = 64 * (1024 * 1024);
-const size_t kStateBufferAlignment = 256;
-
-DrawBatcher::DrawBatcher(RegisterFile* register_file)
- : register_file_(register_file),
- command_buffer_(kCommandBufferCapacity, kCommandBufferAlignment),
- state_buffer_(kStateBufferCapacity, kStateBufferAlignment),
- array_data_buffer_(nullptr),
- draw_open_(false) {
- std::memset(&batch_state_, 0, sizeof(batch_state_));
- batch_state_.needs_reconfigure = true;
- batch_state_.command_range_start = batch_state_.state_range_start =
- UINTPTR_MAX;
- std::memset(&active_draw_, 0, sizeof(active_draw_));
-}
-
-bool DrawBatcher::Initialize(CircularBuffer* array_data_buffer) {
- array_data_buffer_ = array_data_buffer;
- if (!command_buffer_.Initialize()) {
- return false;
- }
- if (!state_buffer_.Initialize()) {
- return false;
- }
- if (!InitializeTFB()) {
- return false;
- }
-
- glBindBuffer(GL_DRAW_INDIRECT_BUFFER, command_buffer_.handle());
- return true;
-}
-
-// Initializes a transform feedback object
-// We use this to capture vertex data straight from the vertex/geometry shader.
-bool DrawBatcher::InitializeTFB() {
- glCreateBuffers(1, &tfvbo_);
- if (!tfvbo_) {
- return false;
- }
-
- glCreateTransformFeedbacks(1, &tfbo_);
- if (!tfbo_) {
- return false;
- }
-
- glCreateQueries(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, 1, &tfqo_);
- if (!tfqo_) {
- return false;
- }
-
- // TODO(DrChat): Calculate this based on the number of primitives drawn.
- glNamedBufferData(tfvbo_, 16384 * 4, nullptr, GL_STATIC_READ);
-
- return true;
-}
-
-void DrawBatcher::ShutdownTFB() {
- glDeleteBuffers(1, &tfvbo_);
- glDeleteTransformFeedbacks(1, &tfbo_);
- glDeleteQueries(1, &tfqo_);
-
- tfvbo_ = 0;
- tfbo_ = 0;
- tfqo_ = 0;
-}
-
-size_t DrawBatcher::QueryTFBSize() {
- if (!tfb_enabled_) {
- return 0;
- }
-
- size_t size = 0;
- switch (tfb_prim_type_gl_) {
- case GL_POINTS:
- size = tfb_prim_count_ * 1 * 4 * 4;
- break;
- case GL_LINES:
- size = tfb_prim_count_ * 2 * 4 * 4;
- break;
- case GL_TRIANGLES:
- size = tfb_prim_count_ * 3 * 4 * 4;
- break;
- }
-
- return size;
-}
-
-bool DrawBatcher::ReadbackTFB(void* buffer, size_t size) {
- if (!tfb_enabled_) {
- XELOGW("DrawBatcher::ReadbackTFB called when TFB was disabled!");
- return false;
- }
-
- void* data = glMapNamedBufferRange(tfvbo_, 0, size, GL_MAP_READ_BIT);
- std::memcpy(buffer, data, size);
- glUnmapNamedBuffer(tfvbo_);
-
- return true;
-}
-
-void DrawBatcher::Shutdown() {
- command_buffer_.Shutdown();
- state_buffer_.Shutdown();
- ShutdownTFB();
-}
-
-bool DrawBatcher::ReconfigurePipeline(GL4Shader* vertex_shader,
- GL4Shader* pixel_shader,
- GLuint pipeline) {
- if (batch_state_.pipeline == pipeline) {
- // No-op.
- return true;
- }
- if (!Flush(FlushMode::kReconfigure)) {
- return false;
- }
-
- batch_state_.vertex_shader = vertex_shader;
- batch_state_.pixel_shader = pixel_shader;
- batch_state_.pipeline = pipeline;
-
- return true;
-}
-
-bool DrawBatcher::BeginDrawArrays(PrimitiveType prim_type,
- uint32_t index_count) {
- assert_false(draw_open_);
- if (batch_state_.prim_type != prim_type || batch_state_.indexed) {
- if (!Flush(FlushMode::kReconfigure)) {
- return false;
- }
- }
- batch_state_.prim_type = prim_type;
- batch_state_.indexed = false;
-
- if (!BeginDraw()) {
- return false;
- }
-
- auto cmd = active_draw_.draw_arrays_cmd;
- cmd->base_instance = 0;
- cmd->instance_count = 1;
- cmd->count = index_count;
- cmd->first_index = 0;
-
- return true;
-}
-
-bool DrawBatcher::BeginDrawElements(PrimitiveType prim_type,
- uint32_t index_count,
- IndexFormat index_format) {
- assert_false(draw_open_);
- GLenum index_type =
- index_format == IndexFormat::kInt32 ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT;
- if (batch_state_.prim_type != prim_type || !batch_state_.indexed ||
- batch_state_.index_type != index_type) {
- if (!Flush(FlushMode::kReconfigure)) {
- return false;
- }
- }
- batch_state_.prim_type = prim_type;
- batch_state_.indexed = true;
- batch_state_.index_type = index_type;
-
- if (!BeginDraw()) {
- return false;
- }
-
- uint32_t start_index = register_file_->values[XE_GPU_REG_VGT_INDX_OFFSET].u32;
- assert_zero(start_index);
-
- auto cmd = active_draw_.draw_elements_cmd;
- cmd->base_instance = 0;
- cmd->instance_count = 1;
- cmd->count = index_count;
- cmd->first_index = start_index;
- cmd->base_vertex = 0;
-
- return true;
-}
-
-bool DrawBatcher::BeginDraw() {
- draw_open_ = true;
-
- if (batch_state_.needs_reconfigure) {
- batch_state_.needs_reconfigure = false;
- // Have been reconfigured since last draw - need to compute state size.
- // Layout:
- // [draw command]
- // [common header]
- // [consts]
-
- // Padded to max.
- GLsizei command_size = 0;
- if (batch_state_.indexed) {
- command_size = sizeof(DrawElementsIndirectCommand);
- } else {
- command_size = sizeof(DrawArraysIndirectCommand);
- }
- batch_state_.command_stride =
- xe::round_up(command_size, GLsizei(kCommandBufferAlignment));
-
- GLsizei header_size = sizeof(CommonHeader);
-
- // TODO(benvanik): consts sizing.
- // GLsizei float_consts_size = sizeof(float4) * 512;
- // GLsizei bool_consts_size = sizeof(uint32_t) * 8;
- // GLsizei loop_consts_size = sizeof(uint32_t) * 32;
- // GLsizei consts_size =
- // float_consts_size + bool_consts_size + loop_consts_size;
- // batch_state_.float_consts_offset = batch_state_.header_offset +
- // header_size;
- // batch_state_.bool_consts_offset =
- // batch_state_.float_consts_offset + float_consts_size;
- // batch_state_.loop_consts_offset =
- // batch_state_.bool_consts_offset + bool_consts_size;
- GLsizei consts_size = 0;
-
- batch_state_.state_stride = header_size + consts_size;
- }
-
- // Allocate a command data block.
- // We should treat it as write-only.
- if (!command_buffer_.CanAcquire(batch_state_.command_stride)) {
- Flush(FlushMode::kMakeCoherent);
- }
- active_draw_.command_allocation =
- command_buffer_.Acquire(batch_state_.command_stride);
- assert_not_null(active_draw_.command_allocation.host_ptr);
-
- // Allocate a state data block.
- // We should treat it as write-only.
- if (!state_buffer_.CanAcquire(batch_state_.state_stride)) {
- Flush(FlushMode::kMakeCoherent);
- }
- active_draw_.state_allocation =
- state_buffer_.Acquire(batch_state_.state_stride);
- assert_not_null(active_draw_.state_allocation.host_ptr);
-
- active_draw_.command_address =
- reinterpret_cast<uintptr_t>(active_draw_.command_allocation.host_ptr);
- auto state_host_ptr =
- reinterpret_cast<uintptr_t>(active_draw_.state_allocation.host_ptr);
- active_draw_.header = reinterpret_cast<CommonHeader*>(state_host_ptr);
- active_draw_.header->ps_param_gen = -1;
- // active_draw_.float_consts =
- // reinterpret_cast<float4*>(state_host_ptr +
- // batch_state_.float_consts_offset);
- // active_draw_.bool_consts =
- // reinterpret_cast<uint32_t*>(state_host_ptr +
- // batch_state_.bool_consts_offset);
- // active_draw_.loop_consts =
- // reinterpret_cast<uint32_t*>(state_host_ptr +
- // batch_state_.loop_consts_offset);
- return true;
-}
-
-void DrawBatcher::DiscardDraw() {
- if (!draw_open_) {
- // No-op.
- return;
- }
- draw_open_ = false;
-
- command_buffer_.Discard(std::move(active_draw_.command_allocation));
- state_buffer_.Discard(std::move(active_draw_.state_allocation));
-}
-
-bool DrawBatcher::CommitDraw() {
- assert_true(draw_open_);
- draw_open_ = false;
-
- // Copy over required constants.
- CopyConstants();
-
- if (batch_state_.state_range_start == UINTPTR_MAX) {
- batch_state_.command_range_start = active_draw_.command_allocation.offset;
- batch_state_.state_range_start = active_draw_.state_allocation.offset;
- }
- batch_state_.command_range_length +=
- active_draw_.command_allocation.aligned_length;
- batch_state_.state_range_length +=
- active_draw_.state_allocation.aligned_length;
-
- command_buffer_.Commit(std::move(active_draw_.command_allocation));
- state_buffer_.Commit(std::move(active_draw_.state_allocation));
-
- ++batch_state_.draw_count;
- return true;
-}
-
-void DrawBatcher::TFBBegin(PrimitiveType prim_type) {
- if (!tfb_enabled_) {
- return;
- }
-
- // Translate the primitive typename to something compatible with TFB.
- GLenum gl_prim_type = 0;
- switch (prim_type) {
- case PrimitiveType::kLineList:
- gl_prim_type = GL_LINES;
- break;
- case PrimitiveType::kLineStrip:
- gl_prim_type = GL_LINES;
- break;
- case PrimitiveType::kLineLoop:
- gl_prim_type = GL_LINES;
- break;
- case PrimitiveType::kPointList:
- // The geometry shader associated with this writes out triangles.
- gl_prim_type = GL_TRIANGLES;
- break;
- case PrimitiveType::kTriangleList:
- gl_prim_type = GL_TRIANGLES;
- break;
- case PrimitiveType::kTriangleStrip:
- gl_prim_type = GL_TRIANGLES;
- break;
- case PrimitiveType::kRectangleList:
- gl_prim_type = GL_TRIANGLES;
- break;
- case PrimitiveType::kTriangleFan:
- gl_prim_type = GL_TRIANGLES;
- break;
- case PrimitiveType::kQuadList:
- // FIXME: In some cases the geometry shader will output lines.
- // See: GL4CommandProcessor::UpdateShaders
- gl_prim_type = GL_TRIANGLES;
- break;
- default:
- assert_unhandled_case(prim_type);
- break;
- }
-
- // TODO(DrChat): Resize the TFVBO here.
- // Could draw a 2nd time with the rasterizer disabled once we have a primitive
- // count.
-
- tfb_prim_type_ = prim_type;
- tfb_prim_type_gl_ = gl_prim_type;
-
- glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, tfbo_);
-
- // Bind the buffer to the TFB object.
- glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfvbo_);
-
- // Begin a query for # prims written
- glBeginQueryIndexed(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, 0, tfqo_);
-
- // Begin capturing.
- glBeginTransformFeedback(gl_prim_type);
-}
-
-void DrawBatcher::TFBEnd() {
- if (!tfb_enabled_) {
- return;
- }
-
- glEndTransformFeedback();
- glEndQueryIndexed(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, 0);
- glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
- glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
-
- // Cache the query size as query objects aren't shared.
- GLint prim_count = 0;
- glGetQueryObjectiv(tfqo_, GL_QUERY_RESULT, &prim_count);
- tfb_prim_count_ = prim_count;
-}
-
-bool DrawBatcher::Flush(FlushMode mode) {
- GLboolean cull_enabled = 0;
- if (batch_state_.draw_count) {
-#if FINE_GRAINED_DRAW_SCOPES
- SCOPE_profile_cpu_f("gpu");
-#endif // FINE_GRAINED_DRAW_SCOPES
-
- assert_not_zero(batch_state_.command_stride);
- assert_not_zero(batch_state_.state_stride);
-
- // Flush pending buffer changes.
- command_buffer_.Flush();
- state_buffer_.Flush();
- array_data_buffer_->Flush();
-
- // State data is indexed by draw ID.
- glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, state_buffer_.handle(),
- batch_state_.state_range_start,
- batch_state_.state_range_length);
-
- GLenum prim_type = 0;
- bool valid_prim = true;
- switch (batch_state_.prim_type) {
- case PrimitiveType::kPointList:
- prim_type = GL_POINTS;
- break;
- case PrimitiveType::kLineList:
- prim_type = GL_LINES;
- break;
- case PrimitiveType::kLineStrip:
- prim_type = GL_LINE_STRIP;
- break;
- case PrimitiveType::kLineLoop:
- prim_type = GL_LINE_LOOP;
- break;
- case PrimitiveType::kTriangleList:
- prim_type = GL_TRIANGLES;
- break;
- case PrimitiveType::kTriangleStrip:
- prim_type = GL_TRIANGLE_STRIP;
- break;
- case PrimitiveType::kTriangleFan:
- prim_type = GL_TRIANGLE_FAN;
- break;
- case PrimitiveType::kRectangleList:
- prim_type = GL_TRIANGLES;
- // Rect lists aren't culled. There may be other things they skip too.
- // assert_true(
- // (register_file_->values[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32
- // & 0x3) == 0);
- break;
- case PrimitiveType::kQuadList:
- prim_type = GL_LINES_ADJACENCY;
- break;
- default:
- case PrimitiveType::kTriangleWithWFlags:
- prim_type = GL_TRIANGLES;
- valid_prim = false;
- XELOGE("unsupported primitive type %d", batch_state_.prim_type);
- assert_unhandled_case(batch_state_.prim_type);
- break;
- }
-
- // Fast path for single draws.
- void* indirect_offset =
- reinterpret_cast<void*>(batch_state_.command_range_start);
-
- if (tfb_enabled_) {
- TFBBegin(batch_state_.prim_type);
- }
-
- if (valid_prim && batch_state_.draw_count == 1) {
- // Fast path for one draw. Removes MDI overhead when not required.
- if (batch_state_.indexed) {
- auto& cmd = active_draw_.draw_elements_cmd;
- glDrawElementsInstancedBaseVertexBaseInstance(
- prim_type, cmd->count, batch_state_.index_type,
- reinterpret_cast<void*>(
- uintptr_t(cmd->first_index) *
- (batch_state_.index_type == GL_UNSIGNED_SHORT ? 2 : 4)),
- cmd->instance_count, cmd->base_vertex, cmd->base_instance);
- } else {
- auto& cmd = active_draw_.draw_arrays_cmd;
- glDrawArraysInstancedBaseInstance(prim_type, cmd->first_index,
- cmd->count, cmd->instance_count,
- cmd->base_instance);
- }
- } else if (valid_prim) {
- // Full multi-draw.
- if (batch_state_.indexed) {
- glMultiDrawElementsIndirect(prim_type, batch_state_.index_type,
- indirect_offset, batch_state_.draw_count,
- batch_state_.command_stride);
- } else {
- glMultiDrawArraysIndirect(prim_type, indirect_offset,
- batch_state_.draw_count,
- batch_state_.command_stride);
- }
- }
-
- if (tfb_enabled_) {
- TFBEnd();
- }
-
- batch_state_.command_range_start = UINTPTR_MAX;
- batch_state_.command_range_length = 0;
- batch_state_.state_range_start = UINTPTR_MAX;
- batch_state_.state_range_length = 0;
- batch_state_.draw_count = 0;
- }
-
- if (mode == FlushMode::kReconfigure) {
- // Reset - we'll update it as soon as we have all the information.
- batch_state_.needs_reconfigure = true;
- }
-
- return true;
-}
-
-void DrawBatcher::CopyConstants() {
- // TODO(benvanik): partial updates, etc. We could use shader constant access
- // knowledge that we get at compile time to only upload those constants
- // required. If we did this as a variable length then we could really cut
- // down on state block sizes.
-
- std::memcpy(active_draw_.header->float_consts,
- &register_file_->values[XE_GPU_REG_SHADER_CONSTANT_000_X].f32,
- sizeof(active_draw_.header->float_consts));
- std::memcpy(
- active_draw_.header->bool_consts,
- &register_file_->values[XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031].f32,
- sizeof(active_draw_.header->bool_consts));
- std::memcpy(active_draw_.header->loop_consts,
- &register_file_->values[XE_GPU_REG_SHADER_CONSTANT_LOOP_00].f32,
- sizeof(active_draw_.header->loop_consts));
-}
-
-} // namespace gl4
-} // namespace gpu
-} // namespace xe
diff --git a/src/xenia/gpu/gl4/draw_batcher.h b/src/xenia/gpu/gl4/draw_batcher.h
deleted file mode 100644
index fdecfb9da..000000000
--- a/src/xenia/gpu/gl4/draw_batcher.h
+++ /dev/null
@@ -1,191 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#ifndef XENIA_GPU_GL4_DRAW_BATCHER_H_
-#define XENIA_GPU_GL4_DRAW_BATCHER_H_
-
-#include "xenia/gpu/gl4/gl4_shader.h"
-#include "xenia/gpu/register_file.h"
-#include "xenia/gpu/xenos.h"
-#include "xenia/ui/gl/circular_buffer.h"
-#include "xenia/ui/gl/gl_context.h"
-
-namespace xe {
-namespace gpu {
-namespace gl4 {
-
-using xe::ui::gl::CircularBuffer;
-
-union float4 {
- float v[4];
- struct {
- float x, y, z, w;
- };
-};
-
-#pragma pack(push, 4)
-struct DrawArraysIndirectCommand {
- GLuint count;
- GLuint instance_count;
- GLuint first_index;
- GLuint base_instance;
-};
-struct DrawElementsIndirectCommand {
- GLuint count;
- GLuint instance_count;
- GLuint first_index;
- GLint base_vertex;
- GLuint base_instance;
-};
-#pragma pack(pop)
-
-class DrawBatcher {
- public:
- enum class FlushMode {
- kMakeCoherent,
- kStateChange,
- kReconfigure,
- };
-
- explicit DrawBatcher(RegisterFile* register_file);
-
- bool Initialize(CircularBuffer* array_data_buffer);
- void Shutdown();
-
- PrimitiveType prim_type() const { return batch_state_.prim_type; }
-
- void set_window_scalar(float width_scalar, float height_scalar) {
- active_draw_.header->window_scale.x = width_scalar;
- active_draw_.header->window_scale.y = height_scalar;
- }
- void set_vtx_fmt(float xy, float z, float w) {
- active_draw_.header->vtx_fmt.x = xy;
- active_draw_.header->vtx_fmt.y = xy;
- active_draw_.header->vtx_fmt.z = z;
- active_draw_.header->vtx_fmt.w = w;
- }
- void set_alpha_test(bool enabled, uint32_t func, float ref) {
- active_draw_.header->alpha_test.x = enabled ? 1.0f : 0.0f;
- active_draw_.header->alpha_test.y = static_cast<float>(func);
- active_draw_.header->alpha_test.z = ref;
- }
- void set_ps_param_gen(int register_index) {
- active_draw_.header->ps_param_gen = register_index;
- }
- void set_texture_sampler(int index, GLuint64 handle, uint32_t swizzle) {
- active_draw_.header->texture_samplers[index] = handle;
- active_draw_.header->texture_swizzles[index] = swizzle;
- }
- void set_index_buffer(const CircularBuffer::Allocation& allocation) {
- // Offset is used in glDrawElements.
- auto& cmd = active_draw_.draw_elements_cmd;
- size_t index_size = batch_state_.index_type == GL_UNSIGNED_SHORT ? 2 : 4;
- cmd->first_index = GLuint(allocation.offset / index_size);
- }
-
- bool ReconfigurePipeline(GL4Shader* vertex_shader, GL4Shader* pixel_shader,
- GLuint pipeline);
-
- bool BeginDrawArrays(PrimitiveType prim_type, uint32_t index_count);
- bool BeginDrawElements(PrimitiveType prim_type, uint32_t index_count,
- IndexFormat index_format);
- void DiscardDraw();
- bool CommitDraw();
- bool Flush(FlushMode mode);
-
- // TFB - Filled with vertex shader output from the last flush.
- size_t QueryTFBSize();
- bool ReadbackTFB(void* buffer, size_t size);
-
- GLuint tfvbo() { return tfvbo_; }
- bool is_tfb_enabled() const { return tfb_enabled_; }
- void set_tfb_enabled(bool enabled) { tfb_enabled_ = enabled; }
-
- private:
- bool InitializeTFB();
- void ShutdownTFB();
-
- void TFBBegin(PrimitiveType prim_type);
- void TFBEnd();
-
- bool BeginDraw();
- void CopyConstants();
-
- RegisterFile* register_file_;
- CircularBuffer command_buffer_;
- CircularBuffer state_buffer_;
- CircularBuffer* array_data_buffer_;
-
- GLuint tfbo_ = 0;
- GLuint tfvbo_ = 0;
- GLuint tfqo_ = 0;
- PrimitiveType tfb_prim_type_ = PrimitiveType::kNone;
- GLenum tfb_prim_type_gl_ = 0;
- GLint tfb_prim_count_ = 0;
- bool tfb_enabled_ = false;
-
- struct BatchState {
- bool needs_reconfigure;
- PrimitiveType prim_type;
- bool indexed;
- GLenum index_type;
-
- GL4Shader* vertex_shader;
- GL4Shader* pixel_shader;
- GLuint pipeline;
-
- GLsizei command_stride;
- GLsizei state_stride;
- GLsizei float_consts_offset;
- GLsizei bool_consts_offset;
- GLsizei loop_consts_offset;
-
- uintptr_t command_range_start;
- uintptr_t command_range_length;
- uintptr_t state_range_start;
- uintptr_t state_range_length;
- GLsizei draw_count;
- } batch_state_;
-
- // This must match GL4Shader's header.
- struct CommonHeader {
- float4 window_scale; // sx,sy, ?, ?
- float4 vtx_fmt; //
- float4 alpha_test; // alpha test enable, func, ref, ?
- int ps_param_gen;
- int padding[3];
-
- // TODO(benvanik): pack tightly
- GLuint64 texture_samplers[32];
- GLuint texture_swizzles[32];
-
- float4 float_consts[512];
- uint32_t bool_consts[8];
- uint32_t loop_consts[32];
- };
- struct {
- CircularBuffer::Allocation command_allocation;
- CircularBuffer::Allocation state_allocation;
-
- union {
- DrawArraysIndirectCommand* draw_arrays_cmd;
- DrawElementsIndirectCommand* draw_elements_cmd;
- uintptr_t command_address;
- };
-
- CommonHeader* header;
- } active_draw_;
- bool draw_open_;
-};
-
-} // namespace gl4
-} // namespace gpu
-} // namespace xe
-
-#endif // XENIA_GPU_GL4_DRAW_BATCHER_H_
diff --git a/src/xenia/gpu/gl4/gl4_command_processor.cc b/src/xenia/gpu/gl4/gl4_command_processor.cc
deleted file mode 100644
index 5392c22d2..000000000
--- a/src/xenia/gpu/gl4/gl4_command_processor.cc
+++ /dev/null
@@ -1,2131 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#include "xenia/gpu/gl4/gl4_command_processor.h"
-
-#include <algorithm>
-
-#include "xenia/base/logging.h"
-#include "xenia/base/math.h"
-#include "xenia/base/profiling.h"
-#include "xenia/gpu/gl4/gl4_gpu_flags.h"
-#include "xenia/gpu/gl4/gl4_graphics_system.h"
-#include "xenia/gpu/gpu_flags.h"
-#include "xenia/gpu/sampler_info.h"
-#include "xenia/gpu/texture_info.h"
-#include "xenia/gpu/xenos.h"
-
-#include "third_party/xxhash/xxhash.h"
-
-DEFINE_bool(draw_all_framebuffers, false,
- "Copy all render targets to screen on swap");
-
-namespace xe {
-namespace gpu {
-namespace gl4 {
-
-using namespace xe::gpu::xenos;
-
-const GLuint kAnyTarget = UINT_MAX;
-
-// All uncached vertex/index data goes here. If it fills up we need to sync
-// with the GPU, so this should be large enough to prevent that in a normal
-// frame.
-const size_t kScratchBufferCapacity = 256 * 1024 * 1024;
-const size_t kScratchBufferAlignment = 256;
-
-GL4CommandProcessor::CachedPipeline::CachedPipeline()
- : vertex_program(0), fragment_program(0), handles({0}) {}
-
-GL4CommandProcessor::CachedPipeline::~CachedPipeline() {
- glDeleteProgramPipelines(1, &handles.default_pipeline);
- glDeleteProgramPipelines(1, &handles.point_list_pipeline);
- glDeleteProgramPipelines(1, &handles.rect_list_pipeline);
- glDeleteProgramPipelines(1, &handles.quad_list_pipeline);
- glDeleteProgramPipelines(1, &handles.line_quad_list_pipeline);
-}
-
-GL4CommandProcessor::GL4CommandProcessor(GL4GraphicsSystem* graphics_system,
- kernel::KernelState* kernel_state)
- : CommandProcessor(graphics_system, kernel_state),
- shader_translator_(GlslShaderTranslator::Dialect::kGL45),
- draw_batcher_(graphics_system_->register_file()),
- scratch_buffer_(kScratchBufferCapacity, kScratchBufferAlignment),
- shader_cache_(&shader_translator_) {}
-
-GL4CommandProcessor::~GL4CommandProcessor() = default;
-
-void GL4CommandProcessor::ClearCaches() {
- texture_cache()->Clear();
-
- for (auto& cached_framebuffer : cached_framebuffers_) {
- glDeleteFramebuffers(1, &cached_framebuffer.framebuffer);
- }
- cached_framebuffers_.clear();
-
- for (auto& cached_color_render_target : cached_color_render_targets_) {
- glDeleteTextures(1, &cached_color_render_target.texture);
- }
- cached_color_render_targets_.clear();
-
- for (auto& cached_depth_render_target : cached_depth_render_targets_) {
- glDeleteTextures(1, &cached_depth_render_target.texture);
- }
- cached_depth_render_targets_.clear();
-
- CommandProcessor::ClearCaches();
-}
-
-bool GL4CommandProcessor::SetupContext() {
- if (!CommandProcessor::SetupContext()) {
- XELOGE("Unable to initialize base command processor context");
- return false;
- }
-
- // Circular buffer holding scratch vertex/index data.
- if (!scratch_buffer_.Initialize()) {
- XELOGE("Unable to initialize scratch buffer");
- return false;
- }
-
- // Command buffer.
- if (!draw_batcher_.Initialize(&scratch_buffer_)) {
- XELOGE("Unable to initialize command buffer");
- return false;
- }
-
- // Texture cache that keeps track of any textures/samplers used.
- if (!texture_cache_.Initialize(memory_, &scratch_buffer_)) {
- XELOGE("Unable to initialize texture cache");
- return false;
- }
-
- const std::string geometry_header =
- "#version 450\n"
- "#extension all : warn\n"
- "#extension GL_ARB_explicit_uniform_location : require\n"
- "#extension GL_ARB_shading_language_420pack : require\n"
- "in gl_PerVertex {\n"
- " vec4 gl_Position;\n"
- " float gl_PointSize;\n"
- " float gl_ClipDistance[];\n"
- "} gl_in[];\n"
- "out gl_PerVertex {\n"
- " vec4 gl_Position;\n"
- " float gl_PointSize;\n"
- " float gl_ClipDistance[];\n"
- "};\n"
- "struct VertexData {\n"
- " vec4 o[16];\n"
- "};\n"
- "\n"
- "layout(location = 1) in VertexData in_vtx[];\n"
- "layout(location = 1) out VertexData out_vtx;\n";
- // TODO(benvanik): fetch default point size from register and use that if
- // the VS doesn't write oPointSize.
- // TODO(benvanik): clamp to min/max.
- // TODO(benvanik): figure out how to see which interpolator gets adjusted.
- std::string point_list_shader =
- geometry_header +
- "layout(points) in;\n"
- "layout(triangle_strip, max_vertices = 4) out;\n"
- "void main() {\n"
- " const vec2 offsets[4] = {\n"
- " vec2(-1.0, 1.0),\n"
- " vec2( 1.0, 1.0),\n"
- " vec2(-1.0, -1.0),\n"
- " vec2( 1.0, -1.0),\n"
- " };\n"
- " vec4 pos = gl_in[0].gl_Position;\n"
- " float psize = gl_in[0].gl_PointSize;\n"
- " for (int i = 0; i < 4; ++i) {\n"
- " gl_Position = vec4(pos.xy + offsets[i] * psize, pos.zw);\n"
- " out_vtx = in_vtx[0];\n"
- " EmitVertex();\n"
- " }\n"
- " EndPrimitive();\n"
- "}\n";
- std::string rect_list_shader =
- geometry_header +
- "layout(triangles) in;\n"
- "layout(triangle_strip, max_vertices = 6) out;\n"
- "void main() {\n"
- // Most games use the left-aligned form.
- " bool left_aligned = gl_in[0].gl_Position.x == \n"
- " gl_in[2].gl_Position.x;\n"
- " if (left_aligned) {\n"
- // 0 ------ 1
- // | - |
- // | // |
- // | - |
- // 2 ----- [3]
- " gl_Position = gl_in[0].gl_Position;\n"
- " gl_PointSize = gl_in[0].gl_PointSize;\n"
- " out_vtx = in_vtx[0];\n"
- " EmitVertex();\n"
- " gl_Position = gl_in[1].gl_Position;\n"
- " gl_PointSize = gl_in[1].gl_PointSize;\n"
- " out_vtx = in_vtx[1];\n"
- " EmitVertex();\n"
- " gl_Position = gl_in[2].gl_Position;\n"
- " gl_PointSize = gl_in[2].gl_PointSize;\n"
- " out_vtx = in_vtx[2];\n"
- " EmitVertex();\n"
- " EndPrimitive();\n"
- " gl_Position = gl_in[2].gl_Position;\n"
- " gl_PointSize = gl_in[2].gl_PointSize;\n"
- " out_vtx = in_vtx[2];\n"
- " EmitVertex();\n"
- " gl_Position = gl_in[1].gl_Position;\n"
- " gl_PointSize = gl_in[1].gl_PointSize;\n"
- " out_vtx = in_vtx[1];\n"
- " EmitVertex();\n"
- " gl_Position = \n"
- " (gl_in[1].gl_Position + gl_in[2].gl_Position) - \n"
- " gl_in[0].gl_Position;\n"
- " gl_PointSize = gl_in[2].gl_PointSize;\n"
- " for (int i = 0; i < 16; ++i) {\n"
- " out_vtx.o[i] = -in_vtx[0].o[i] + in_vtx[1].o[i] + \n"
- " in_vtx[2].o[i];\n"
- " }\n"
- " EmitVertex();\n"
- " EndPrimitive();\n"
- " } else {\n"
- // 0 ------ 1
- // | - |
- // | \\ |
- // | - |
- // [3] ----- 2
- " gl_Position = gl_in[0].gl_Position;\n"
- " gl_PointSize = gl_in[0].gl_PointSize;\n"
- " out_vtx = in_vtx[0];\n"
- " EmitVertex();\n"
- " gl_Position = gl_in[1].gl_Position;\n"
- " gl_PointSize = gl_in[1].gl_PointSize;\n"
- " out_vtx = in_vtx[1];\n"
- " EmitVertex();\n"
- " gl_Position = gl_in[2].gl_Position;\n"
- " gl_PointSize = gl_in[2].gl_PointSize;\n"
- " out_vtx = in_vtx[2];\n"
- " EmitVertex();\n"
- " EndPrimitive();\n"
- " gl_Position = gl_in[0].gl_Position;\n"
- " gl_PointSize = gl_in[0].gl_PointSize;\n"
- " out_vtx = in_vtx[0];\n"
- " EmitVertex();\n"
- " gl_Position = gl_in[2].gl_Position;\n"
- " gl_PointSize = gl_in[2].gl_PointSize;\n"
- " out_vtx = in_vtx[2];\n"
- " EmitVertex();\n"
- " gl_Position = (gl_in[0].gl_Position + gl_in[2].gl_Position) - \n"
- " gl_in[1].gl_Position;\n"
- " gl_PointSize = gl_in[2].gl_PointSize;\n"
- " for (int i = 0; i < 16; ++i) {\n"
- " out_vtx.o[i] = in_vtx[0].o[i] + -in_vtx[1].o[i] + \n"
- " in_vtx[2].o[i];\n"
- " }\n"
- " EmitVertex();\n"
- " EndPrimitive();\n"
- " }\n"
- "}\n";
- std::string quad_list_shader =
- geometry_header +
- "layout(lines_adjacency) in;\n"
- "layout(triangle_strip, max_vertices = 4) out;\n"
- "void main() {\n"
- " const int order[4] = { 0, 1, 3, 2 };\n"
- " for (int i = 0; i < 4; ++i) {\n"
- " int input_index = order[i];\n"
- " gl_Position = gl_in[input_index].gl_Position;\n"
- " gl_PointSize = gl_in[input_index].gl_PointSize;\n"
- " out_vtx = in_vtx[input_index];\n"
- " EmitVertex();\n"
- " }\n"
- " EndPrimitive();\n"
- "}\n";
- std::string line_quad_list_shader =
- geometry_header +
- "layout(lines_adjacency) in;\n"
- "layout(line_strip, max_vertices = 5) out;\n"
- "void main() {\n"
- " gl_Position = gl_in[0].gl_Position;\n"
- " gl_PointSize = gl_in[0].gl_PointSize;\n"
- " out_vtx = in_vtx[0];\n"
- " EmitVertex();\n"
- " gl_Position = gl_in[1].gl_Position;\n"
- " gl_PointSize = gl_in[1].gl_PointSize;\n"
- " out_vtx = in_vtx[1];\n"
- " EmitVertex();\n"
- " gl_Position = gl_in[2].gl_Position;\n"
- " gl_PointSize = gl_in[2].gl_PointSize;\n"
- " out_vtx = in_vtx[2];\n"
- " EmitVertex();\n"
- " gl_Position = gl_in[3].gl_Position;\n"
- " gl_PointSize = gl_in[3].gl_PointSize;\n"
- " out_vtx = in_vtx[3];\n"
- " EmitVertex();\n"
- " gl_Position = gl_in[0].gl_Position;\n"
- " gl_PointSize = gl_in[0].gl_PointSize;\n"
- " out_vtx = in_vtx[0];\n"
- " EmitVertex();\n"
- " EndPrimitive();\n"
- "}\n";
- point_list_geometry_program_ = CreateGeometryProgram(point_list_shader);
- rect_list_geometry_program_ = CreateGeometryProgram(rect_list_shader);
- quad_list_geometry_program_ = CreateGeometryProgram(quad_list_shader);
- line_quad_list_geometry_program_ =
- CreateGeometryProgram(line_quad_list_shader);
- if (!point_list_geometry_program_ || !rect_list_geometry_program_ ||
- !quad_list_geometry_program_ || !line_quad_list_geometry_program_) {
- return false;
- }
-
- glEnable(GL_SCISSOR_TEST);
- glClipControl(GL_UPPER_LEFT, GL_ZERO_TO_ONE);
- glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT);
-
- return true;
-}
-
-GLuint GL4CommandProcessor::CreateGeometryProgram(const std::string& source) {
- auto source_str = source.c_str();
- GLuint program = glCreateShaderProgramv(GL_GEOMETRY_SHADER, 1, &source_str);
-
- // Get error log, if we failed to link.
- GLint link_status = 0;
- glGetProgramiv(program, GL_LINK_STATUS, &link_status);
- if (!link_status) {
- GLint log_length = 0;
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
- std::string info_log;
- info_log.resize(log_length - 1);
- glGetProgramInfoLog(program, log_length, &log_length,
- const_cast<char*>(info_log.data()));
- XELOGE("Unable to link program: %s", info_log.c_str());
- glDeleteProgram(program);
- return 0;
- }
-
- return program;
-}
-
-void GL4CommandProcessor::ShutdownContext() {
- glDeleteProgram(point_list_geometry_program_);
- glDeleteProgram(rect_list_geometry_program_);
- glDeleteProgram(quad_list_geometry_program_);
- glDeleteProgram(line_quad_list_geometry_program_);
- texture_cache_.Shutdown();
- draw_batcher_.Shutdown();
- scratch_buffer_.Shutdown();
-
- all_pipelines_.clear();
- shader_cache_.Reset();
-
- CommandProcessor::ShutdownContext();
-}
-
-void GL4CommandProcessor::MakeCoherent() {
- RegisterFile* regs = register_file_;
- auto status_host = regs->values[XE_GPU_REG_COHER_STATUS_HOST].u32;
-
- CommandProcessor::MakeCoherent();
-
- if (status_host & 0x80000000ul) {
- scratch_buffer_.ClearCache();
- }
-}
-
-void GL4CommandProcessor::PrepareForWait() {
- SCOPE_profile_cpu_f("gpu");
-
- CommandProcessor::PrepareForWait();
-
- // TODO(benvanik): fences and fancy stuff. We should figure out a way to
- // make interrupt callbacks from the GPU so that we don't have to do a full
- // synchronize here.
- glFlush();
- // glFinish();
-
- if (FLAGS_thread_safe_gl) {
- context_->ClearCurrent();
- }
-}
-
-void GL4CommandProcessor::ReturnFromWait() {
- if (FLAGS_thread_safe_gl) {
- context_->MakeCurrent();
- }
-
- CommandProcessor::ReturnFromWait();
-}
-
-void GL4CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
- uint32_t frontbuffer_width,
- uint32_t frontbuffer_height) {
- // Ensure we issue any pending draws.
- draw_batcher_.Flush(DrawBatcher::FlushMode::kMakeCoherent);
-
- // One-time initialization.
- // TODO(benvanik): move someplace more sane?
- if (!swap_state_.front_buffer_texture) {
- std::lock_guard<std::mutex> lock(swap_state_.mutex);
- swap_state_.width = frontbuffer_width;
- swap_state_.height = frontbuffer_height;
- GLuint front_buffer_texture;
- GLuint back_buffer_texture;
- glCreateTextures(GL_TEXTURE_2D, 1, &front_buffer_texture);
- glCreateTextures(GL_TEXTURE_2D, 1, &back_buffer_texture);
- swap_state_.front_buffer_texture = front_buffer_texture;
- swap_state_.back_buffer_texture = back_buffer_texture;
- glTextureStorage2D(front_buffer_texture, 1, GL_RGBA8, swap_state_.width,
- swap_state_.height);
- glTextureStorage2D(back_buffer_texture, 1, GL_RGBA8, swap_state_.width,
- swap_state_.height);
- }
-
- // Lookup the framebuffer in the recently-resolved list.
- // TODO(benvanik): make this much more sophisticated.
- // TODO(benvanik): handle not found cases.
- // TODO(benvanik): handle dirty cases (resolved to sysmem, touched).
- // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- // HACK: just use whatever our current framebuffer is.
- GLuint framebuffer_texture = last_framebuffer_texture_;
-
- if (last_framebuffer_texture_ == 0) {
- framebuffer_texture =
- active_framebuffer_ ? active_framebuffer_->color_targets[0] : 0;
- }
-
- // Copy the the given framebuffer to the current backbuffer.
- Rect2D src_rect(0, 0, frontbuffer_width ? frontbuffer_width : 1280,
- frontbuffer_height ? frontbuffer_height : 720);
- Rect2D dest_rect(0, 0, swap_state_.width, swap_state_.height);
- if (framebuffer_texture != 0) {
- reinterpret_cast<xe::ui::gl::GLContext*>(context_.get())
- ->blitter()
- ->CopyColorTexture2D(
- framebuffer_texture, src_rect,
- static_cast<GLuint>(swap_state_.back_buffer_texture), dest_rect,
- GL_LINEAR, true);
- }
-
- if (FLAGS_draw_all_framebuffers) {
- int32_t offsetx = (1280 - (1280 / 5));
- int32_t offsety = 0;
- int32_t doffsetx = 0;
- for (int i = 0; i < cached_framebuffers_.size(); i++) {
- bool has_colortargets = false;
-
- // Copy color targets to top right corner
- for (int j = 0; j < 4; j++) {
- GLuint tex = cached_framebuffers_[i].color_targets[j];
- if (!tex) {
- continue;
- }
- has_colortargets = true;
-
- dest_rect = {offsetx, offsety, 1280 / 5, 720 / 5};
- reinterpret_cast<ui::gl::GLContext*>(context_.get())
- ->blitter()
- ->CopyColorTexture2D(
- tex, src_rect,
- static_cast<GLuint>(swap_state_.back_buffer_texture), dest_rect,
- GL_LINEAR, true);
-
- offsety += 720 / 5;
- }
-
- if (has_colortargets) {
- offsetx -= 1280 / 5;
- }
-
- offsety = 0;
-
- GLuint tex = cached_framebuffers_[i].depth_target;
- if (!tex) {
- continue;
- }
-
- // Copy depth targets to bottom left corner of screen
- dest_rect = {doffsetx, (int32_t)swap_state_.height - (720 / 5), 1280 / 5,
- 720 / 5};
- reinterpret_cast<ui::gl::GLContext*>(context_.get())
- ->blitter()
- ->CopyColorTexture2D(
- tex, src_rect,
- static_cast<GLuint>(swap_state_.back_buffer_texture), dest_rect,
- GL_LINEAR, false);
-
- doffsetx += 1280 / 5;
- }
- }
-
- // Need to finish to be sure the other context sees the right data.
- // TODO(benvanik): prevent this? fences?
- glFinish();
-
- if (context_->WasLost()) {
- // We've lost the context due to a TDR.
- // TODO: Dump the current commands to a tracefile.
- assert_always();
- }
-
- // Remove any dead textures, etc.
- texture_cache_.Scavenge();
-}
-
-Shader* GL4CommandProcessor::LoadShader(ShaderType shader_type,
- uint32_t guest_address,
- const uint32_t* host_address,
- uint32_t dword_count) {
- return shader_cache_.LookupOrInsertShader(shader_type, host_address,
- dword_count);
-}
-
-bool GL4CommandProcessor::IssueDraw(PrimitiveType prim_type,
- uint32_t index_count,
- IndexBufferInfo* index_buffer_info) {
-#if FINE_GRAINED_DRAW_SCOPES
- SCOPE_profile_cpu_f("gpu");
-#endif // FINE_GRAINED_DRAW_SCOPES
-
- bool draw_valid;
- if (index_buffer_info) {
- draw_valid = draw_batcher_.BeginDrawElements(prim_type, index_count,
- index_buffer_info->format);
- } else {
- draw_valid = draw_batcher_.BeginDrawArrays(prim_type, index_count);
- }
- if (!draw_valid) {
- return false;
- }
-
- auto& regs = *register_file_;
-
- auto enable_mode =
- static_cast<ModeControl>(regs[XE_GPU_REG_RB_MODECONTROL].u32 & 0x7);
- if (enable_mode == ModeControl::kIgnore) {
- // Ignored.
- draw_batcher_.DiscardDraw();
- return true;
- } else if (enable_mode == ModeControl::kCopy) {
- // Special copy handling.
- draw_batcher_.DiscardDraw();
- return IssueCopy();
- }
-
-#define CHECK_ISSUE_UPDATE_STATUS(status, mismatch, error_message) \
- { \
- if (status == UpdateStatus::kError) { \
- XELOGE(error_message); \
- draw_batcher_.DiscardDraw(); \
- return false; \
- } else if (status == UpdateStatus::kMismatch) { \
- mismatch = true; \
- } \
- }
-
- UpdateStatus status;
- bool mismatch = false;
- status = UpdateShaders(draw_batcher_.prim_type());
- CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to prepare draw shaders");
- status = UpdateRenderTargets();
- CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup render targets");
- if (!active_framebuffer_) {
- // No framebuffer, so nothing we do will actually have an effect.
- // Treat it as a no-op.
- // TODO(benvanik): if we have a vs export, still allow it to go.
- draw_batcher_.DiscardDraw();
- return true;
- }
-
- status = UpdateState(draw_batcher_.prim_type());
- CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup render state");
- status = PopulateSamplers();
- CHECK_ISSUE_UPDATE_STATUS(status, mismatch,
- "Unable to prepare draw samplers");
-
- status = PopulateIndexBuffer(index_buffer_info);
- CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup index buffer");
- status = PopulateVertexBuffers();
- CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup vertex buffers");
-
- if (!draw_batcher_.CommitDraw()) {
- return false;
- }
-
- // TODO(benvanik): find a way to get around glVertexArrayVertexBuffer below.
- draw_batcher_.Flush(DrawBatcher::FlushMode::kMakeCoherent);
- if (context_->WasLost()) {
- // This draw lost us the context. This typically isn't hit.
- assert_always();
- return false;
- }
-
- return true;
-}
-
-bool GL4CommandProcessor::SetShadowRegister(uint32_t* dest,
- uint32_t register_name) {
- uint32_t value = register_file_->values[register_name].u32;
- if (*dest == value) {
- return false;
- }
- *dest = value;
- return true;
-}
-
-bool GL4CommandProcessor::SetShadowRegister(float* dest,
- uint32_t register_name) {
- float value = register_file_->values[register_name].f32;
- if (*dest == value) {
- return false;
- }
- *dest = value;
- return true;
-}
-
-GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateShaders(
- PrimitiveType prim_type) {
- auto& regs = update_shaders_regs_;
-
- // These are the constant base addresses/ranges for shaders.
- // We have these hardcoded right now cause nothing seems to differ.
- assert_true(register_file_->values[XE_GPU_REG_SQ_VS_CONST].u32 ==
- 0x000FF000 ||
- register_file_->values[XE_GPU_REG_SQ_VS_CONST].u32 == 0x00000000);
- assert_true(register_file_->values[XE_GPU_REG_SQ_PS_CONST].u32 ==
- 0x000FF100 ||
- register_file_->values[XE_GPU_REG_SQ_PS_CONST].u32 == 0x00000000);
-
- bool dirty = false;
- dirty |= SetShadowRegister(&regs.pa_su_sc_mode_cntl,
- XE_GPU_REG_PA_SU_SC_MODE_CNTL);
- dirty |= SetShadowRegister(&regs.sq_program_cntl, XE_GPU_REG_SQ_PROGRAM_CNTL);
- dirty |= SetShadowRegister(&regs.sq_context_misc, XE_GPU_REG_SQ_CONTEXT_MISC);
- dirty |= regs.vertex_shader != active_vertex_shader_;
- dirty |= regs.pixel_shader != active_pixel_shader_;
- dirty |= regs.prim_type != prim_type;
- if (!dirty) {
- return UpdateStatus::kCompatible;
- }
- regs.vertex_shader = static_cast<GL4Shader*>(active_vertex_shader_);
- regs.pixel_shader = static_cast<GL4Shader*>(active_pixel_shader_);
- regs.prim_type = prim_type;
-
- SCOPE_profile_cpu_f("gpu");
-
- draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange);
-
- xe_gpu_program_cntl_t program_cntl;
- program_cntl.dword_0 = regs.sq_program_cntl;
-
- // Populate a register in the pixel shader with frag coord.
- int ps_param_gen = (regs.sq_context_misc >> 8) & 0xFF;
- draw_batcher_.set_ps_param_gen(program_cntl.param_gen ? ps_param_gen : -1);
-
- // Normal vertex shaders only, for now.
- // TODO(benvanik): transform feedback/memexport.
- // https://github.com/freedreno/freedreno/blob/master/includes/a2xx.xml.h
- // 0 = normal
- // 2 = point size
- assert_true(program_cntl.vs_export_mode == 0 ||
- program_cntl.vs_export_mode == 2);
-
- if (!regs.vertex_shader->is_valid()) {
- XELOGE("Vertex shader invalid");
- return UpdateStatus::kError;
- }
- if (!regs.pixel_shader->is_valid()) {
- XELOGE("Pixel shader invalid");
- return UpdateStatus::kError;
- }
-
- GLuint vertex_program = regs.vertex_shader->program();
- GLuint fragment_program = regs.pixel_shader->program();
-
- uint64_t key = (uint64_t(vertex_program) << 32) | fragment_program;
- CachedPipeline* cached_pipeline = nullptr;
- auto it = cached_pipelines_.find(key);
- if (it == cached_pipelines_.end()) {
- // Existing pipeline for these programs not found - create it.
- auto new_pipeline = std::make_unique<CachedPipeline>();
- new_pipeline->vertex_program = vertex_program;
- new_pipeline->fragment_program = fragment_program;
- new_pipeline->handles.default_pipeline = 0;
- cached_pipeline = new_pipeline.get();
- all_pipelines_.emplace_back(std::move(new_pipeline));
- cached_pipelines_.insert({key, cached_pipeline});
- } else {
- // Found a pipeline container - it may or may not have what we want.
- cached_pipeline = it->second;
- }
- if (!cached_pipeline->handles.default_pipeline) {
- // Perhaps it's a bit wasteful to do all of these, but oh well.
- GLuint pipelines[5];
- glCreateProgramPipelines(GLsizei(xe::countof(pipelines)), pipelines);
-
- glUseProgramStages(pipelines[0], GL_VERTEX_SHADER_BIT, vertex_program);
- glUseProgramStages(pipelines[0], GL_FRAGMENT_SHADER_BIT, fragment_program);
- cached_pipeline->handles.default_pipeline = pipelines[0];
-
- glUseProgramStages(pipelines[1], GL_VERTEX_SHADER_BIT, vertex_program);
- glUseProgramStages(pipelines[1], GL_GEOMETRY_SHADER_BIT,
- point_list_geometry_program_);
- glUseProgramStages(pipelines[1], GL_FRAGMENT_SHADER_BIT, fragment_program);
- cached_pipeline->handles.point_list_pipeline = pipelines[1];
-
- glUseProgramStages(pipelines[2], GL_VERTEX_SHADER_BIT, vertex_program);
- glUseProgramStages(pipelines[2], GL_GEOMETRY_SHADER_BIT,
- rect_list_geometry_program_);
- glUseProgramStages(pipelines[2], GL_FRAGMENT_SHADER_BIT, fragment_program);
- cached_pipeline->handles.rect_list_pipeline = pipelines[2];
-
- glUseProgramStages(pipelines[3], GL_VERTEX_SHADER_BIT, vertex_program);
- glUseProgramStages(pipelines[3], GL_GEOMETRY_SHADER_BIT,
- quad_list_geometry_program_);
- glUseProgramStages(pipelines[3], GL_FRAGMENT_SHADER_BIT, fragment_program);
- cached_pipeline->handles.quad_list_pipeline = pipelines[3];
-
- glUseProgramStages(pipelines[4], GL_VERTEX_SHADER_BIT, vertex_program);
- glUseProgramStages(pipelines[4], GL_GEOMETRY_SHADER_BIT,
- line_quad_list_geometry_program_);
- glUseProgramStages(pipelines[4], GL_FRAGMENT_SHADER_BIT, fragment_program);
- cached_pipeline->handles.line_quad_list_pipeline = pipelines[4];
-
- // This can be set once, as the buffer never changes.
- glVertexArrayElementBuffer(regs.vertex_shader->vao(),
- scratch_buffer_.handle());
- }
-
- bool line_mode = false;
- if (((regs.pa_su_sc_mode_cntl >> 3) & 0x3) != 0) {
- uint32_t front_poly_mode = (regs.pa_su_sc_mode_cntl >> 5) & 0x7;
- if (front_poly_mode == 1) {
- line_mode = true;
- }
- }
-
- GLuint pipeline;
- switch (regs.prim_type) {
- default:
- // Default pipeline used.
- pipeline = cached_pipeline->handles.default_pipeline;
- break;
- case PrimitiveType::kPointList:
- pipeline = cached_pipeline->handles.point_list_pipeline;
- break;
- case PrimitiveType::kRectangleList:
- pipeline = cached_pipeline->handles.rect_list_pipeline;
- break;
- case PrimitiveType::kQuadList: {
- if (line_mode) {
- pipeline = cached_pipeline->handles.line_quad_list_pipeline;
- } else {
- pipeline = cached_pipeline->handles.quad_list_pipeline;
- }
- break;
- }
- }
-
- draw_batcher_.ReconfigurePipeline(regs.vertex_shader, regs.pixel_shader,
- pipeline);
-
- glBindProgramPipeline(pipeline);
- glBindVertexArray(regs.vertex_shader->vao());
-
- return UpdateStatus::kMismatch;
-}
-
-GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateRenderTargets() {
- auto& regs = update_render_targets_regs_;
-
- bool dirty = false;
- dirty |= SetShadowRegister(&regs.rb_modecontrol, XE_GPU_REG_RB_MODECONTROL);
- dirty |= SetShadowRegister(&regs.rb_surface_info, XE_GPU_REG_RB_SURFACE_INFO);
- dirty |= SetShadowRegister(&regs.rb_color_info, XE_GPU_REG_RB_COLOR_INFO);
- dirty |= SetShadowRegister(&regs.rb_color1_info, XE_GPU_REG_RB_COLOR1_INFO);
- dirty |= SetShadowRegister(&regs.rb_color2_info, XE_GPU_REG_RB_COLOR2_INFO);
- dirty |= SetShadowRegister(&regs.rb_color3_info, XE_GPU_REG_RB_COLOR3_INFO);
- dirty |= SetShadowRegister(&regs.rb_color_mask, XE_GPU_REG_RB_COLOR_MASK);
- dirty |= SetShadowRegister(&regs.rb_depthcontrol, XE_GPU_REG_RB_DEPTHCONTROL);
- dirty |=
- SetShadowRegister(&regs.rb_stencilrefmask, XE_GPU_REG_RB_STENCILREFMASK);
- dirty |= SetShadowRegister(&regs.rb_depth_info, XE_GPU_REG_RB_DEPTH_INFO);
- if (!dirty) {
- return UpdateStatus::kCompatible;
- }
-
- SCOPE_profile_cpu_f("gpu");
-
- draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange);
-
- auto enable_mode = static_cast<ModeControl>(regs.rb_modecontrol & 0x7);
-
- // RB_SURFACE_INFO
- // http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html
- uint32_t surface_pitch = regs.rb_surface_info & 0x3FFF;
- auto surface_msaa =
- static_cast<MsaaSamples>((regs.rb_surface_info >> 16) & 0x3);
-
- // Get/create all color render targets, if we are using them.
- // In depth-only mode we don't need them.
- // Note that write mask may be more permissive than we want, so we mix that
- // with the actual targets the pixel shader writes to.
- GLenum draw_buffers[4] = {GL_NONE, GL_NONE, GL_NONE, GL_NONE};
- GLuint color_targets[4] = {kAnyTarget, kAnyTarget, kAnyTarget, kAnyTarget};
- if (enable_mode == ModeControl::kColorDepth) {
- uint32_t color_info[4] = {
- regs.rb_color_info,
- regs.rb_color1_info,
- regs.rb_color2_info,
- regs.rb_color3_info,
- };
- // A2XX_RB_COLOR_MASK_WRITE_* == D3DRS_COLORWRITEENABLE
- for (int n = 0; n < xe::countof(color_info); n++) {
- uint32_t write_mask = (regs.rb_color_mask >> (n * 4)) & 0xF;
- if (!write_mask || !active_pixel_shader_->writes_color_target(n)) {
- // Unused, so keep disabled and set to wildcard so we'll take any
- // framebuffer that has it.
- continue;
- }
- uint32_t color_base = color_info[n] & 0xFFF;
- auto color_format =
- static_cast<ColorRenderTargetFormat>((color_info[n] >> 16) & 0xF);
- color_targets[n] = GetColorRenderTarget(surface_pitch, surface_msaa,
- color_base, color_format);
- draw_buffers[n] = GL_COLOR_ATTACHMENT0 + n;
- glColorMaski(n, !!(write_mask & 0x1), !!(write_mask & 0x2),
- !!(write_mask & 0x4), !!(write_mask & 0x8));
- }
- }
-
- // Get/create depth buffer, but only if we are going to use it.
- bool uses_depth = (regs.rb_depthcontrol & 0x00000002) ||
- (regs.rb_depthcontrol & 0x00000004);
- uint32_t stencil_write_mask = (regs.rb_stencilrefmask & 0x00FF0000) >> 16;
- bool uses_stencil =
- (regs.rb_depthcontrol & 0x00000001) || (stencil_write_mask != 0);
- GLuint depth_target = kAnyTarget;
- if (uses_depth || uses_stencil) {
- uint32_t depth_base = regs.rb_depth_info & 0xFFF;
- auto depth_format =
- static_cast<DepthRenderTargetFormat>((regs.rb_depth_info >> 16) & 0x1);
- depth_target = GetDepthRenderTarget(surface_pitch, surface_msaa, depth_base,
- depth_format);
- // TODO(benvanik): when a game switches does it expect to keep the same
- // depth buffer contents?
- }
-
- // Get/create a framebuffer with the required targets.
- // Note that none may be returned if we really don't need one.
- auto cached_framebuffer = GetFramebuffer(color_targets, depth_target);
- active_framebuffer_ = cached_framebuffer;
- if (active_framebuffer_) {
- // Setup just the targets we want.
- glNamedFramebufferDrawBuffers(cached_framebuffer->framebuffer, 4,
- draw_buffers);
-
- // Make active.
- // TODO(benvanik): can we do this all named?
- // TODO(benvanik): do we want this on READ too?
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, cached_framebuffer->framebuffer);
- }
-
- return UpdateStatus::kMismatch;
-}
-
-GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateState(
- PrimitiveType prim_type) {
- bool mismatch = false;
-
-#define CHECK_UPDATE_STATUS(status, mismatch, error_message) \
- { \
- if (status == UpdateStatus::kError) { \
- XELOGE(error_message); \
- return status; \
- } else if (status == UpdateStatus::kMismatch) { \
- mismatch = true; \
- } \
- }
-
- UpdateStatus status;
- status = UpdateViewportState();
- CHECK_UPDATE_STATUS(status, mismatch, "Unable to update viewport state");
- status = UpdateRasterizerState(prim_type);
- CHECK_UPDATE_STATUS(status, mismatch, "Unable to update rasterizer state");
- status = UpdateBlendState();
- CHECK_UPDATE_STATUS(status, mismatch, "Unable to update blend state");
- status = UpdateDepthStencilState();
- CHECK_UPDATE_STATUS(status, mismatch, "Unable to update depth/stencil state");
-
- return mismatch ? UpdateStatus::kMismatch : UpdateStatus::kCompatible;
-}
-
-GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateViewportState() {
- auto& regs = update_viewport_state_regs_;
-
- bool dirty = false;
- // dirty |= SetShadowRegister(&state_regs.pa_cl_clip_cntl,
- // XE_GPU_REG_PA_CL_CLIP_CNTL);
- dirty |= SetShadowRegister(&regs.rb_surface_info, XE_GPU_REG_RB_SURFACE_INFO);
- dirty |= SetShadowRegister(&regs.pa_cl_vte_cntl, XE_GPU_REG_PA_CL_VTE_CNTL);
- dirty |= SetShadowRegister(&regs.pa_su_sc_mode_cntl,
- XE_GPU_REG_PA_SU_SC_MODE_CNTL);
- dirty |= SetShadowRegister(&regs.pa_sc_window_offset,
- XE_GPU_REG_PA_SC_WINDOW_OFFSET);
- dirty |= SetShadowRegister(&regs.pa_sc_window_scissor_tl,
- XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL);
- dirty |= SetShadowRegister(&regs.pa_sc_window_scissor_br,
- XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR);
- dirty |= SetShadowRegister(&regs.pa_cl_vport_xoffset,
- XE_GPU_REG_PA_CL_VPORT_XOFFSET);
- dirty |= SetShadowRegister(&regs.pa_cl_vport_yoffset,
- XE_GPU_REG_PA_CL_VPORT_YOFFSET);
- dirty |= SetShadowRegister(&regs.pa_cl_vport_zoffset,
- XE_GPU_REG_PA_CL_VPORT_ZOFFSET);
- dirty |= SetShadowRegister(&regs.pa_cl_vport_xscale,
- XE_GPU_REG_PA_CL_VPORT_XSCALE);
- dirty |= SetShadowRegister(&regs.pa_cl_vport_yscale,
- XE_GPU_REG_PA_CL_VPORT_YSCALE);
- dirty |= SetShadowRegister(&regs.pa_cl_vport_zscale,
- XE_GPU_REG_PA_CL_VPORT_ZSCALE);
-
- // Much of this state machine is extracted from:
- // https://github.com/freedreno/mesa/blob/master/src/mesa/drivers/dri/r200/r200_state.c
- // http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html
- // http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf
-
- // http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf
- // VTX_XY_FMT = true: the incoming X, Y have already been multiplied by 1/W0.
- // = false: multiply the X, Y coordinates by 1/W0.
- // VTX_Z_FMT = true: the incoming Z has already been multiplied by 1/W0.
- // = false: multiply the Z coordinate by 1/W0.
- // VTX_W0_FMT = true: the incoming W0 is not 1/W0. Perform the reciprocal to
- // get 1/W0.
- draw_batcher_.set_vtx_fmt((regs.pa_cl_vte_cntl >> 8) & 0x1 ? 1.0f : 0.0f,
- (regs.pa_cl_vte_cntl >> 9) & 0x1 ? 1.0f : 0.0f,
- (regs.pa_cl_vte_cntl >> 10) & 0x1 ? 1.0f : 0.0f);
-
- // Done in VS, no need to flush state.
- if ((regs.pa_cl_vte_cntl & (1 << 0)) > 0) {
- draw_batcher_.set_window_scalar(1.0f, 1.0f);
- } else {
- draw_batcher_.set_window_scalar(1.0f / 2560.0f, -1.0f / 2560.0f);
- }
-
- if (!dirty) {
- return UpdateStatus::kCompatible;
- }
-
- draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange);
-
- // Clipping.
- // https://github.com/freedreno/amd-gpu/blob/master/include/reg/yamato/14/yamato_genenum.h#L1587
- // bool clip_enabled = ((regs.pa_cl_clip_cntl >> 17) & 0x1) == 0;
- // bool dx_clip = ((regs.pa_cl_clip_cntl >> 19) & 0x1) == 0x1;
- //// TODO(benvanik): depth range?
- // if (dx_clip) {
- // glClipControl(GL_UPPER_LEFT, GL_ZERO_TO_ONE);
- //} else {
- // glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
- //}
-
- // Window parameters.
- // http://ftp.tku.edu.tw/NetBSD/NetBSD-current/xsrc/external/mit/xf86-video-ati/dist/src/r600_reg_auto_r6xx.h
- // See r200UpdateWindow:
- // https://github.com/freedreno/mesa/blob/master/src/mesa/drivers/dri/r200/r200_state.c
- int16_t window_offset_x = 0;
- int16_t window_offset_y = 0;
- if ((regs.pa_su_sc_mode_cntl >> 16) & 1) {
- window_offset_x = regs.pa_sc_window_offset & 0x7FFF;
- window_offset_y = (regs.pa_sc_window_offset >> 16) & 0x7FFF;
- if (window_offset_x & 0x4000) {
- window_offset_x |= 0x8000;
- }
- if (window_offset_y & 0x4000) {
- window_offset_y |= 0x8000;
- }
- }
-
- GLint ws_x = regs.pa_sc_window_scissor_tl & 0x7FFF;
- GLint ws_y = (regs.pa_sc_window_scissor_tl >> 16) & 0x7FFF;
- GLsizei ws_w = (regs.pa_sc_window_scissor_br & 0x7FFF) - ws_x;
- GLsizei ws_h = ((regs.pa_sc_window_scissor_br >> 16) & 0x7FFF) - ws_y;
- ws_x += window_offset_x;
- ws_y += window_offset_y;
- glScissorIndexed(0, ws_x, ws_y, ws_w, ws_h);
-
- // HACK: no clue where to get these values.
- // RB_SURFACE_INFO
- auto surface_msaa =
- static_cast<MsaaSamples>((regs.rb_surface_info >> 16) & 0x3);
- // TODO(benvanik): ??
- float window_width_scalar = 1;
- float window_height_scalar = 1;
- switch (surface_msaa) {
- case MsaaSamples::k1X:
- break;
- case MsaaSamples::k2X:
- window_width_scalar = 2;
- break;
- case MsaaSamples::k4X:
- window_width_scalar = 2;
- window_height_scalar = 2;
- break;
- }
-
- // Whether each of the viewport settings are enabled.
- // http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf
- bool vport_xscale_enable = (regs.pa_cl_vte_cntl & (1 << 0)) > 0;
- bool vport_xoffset_enable = (regs.pa_cl_vte_cntl & (1 << 1)) > 0;
- bool vport_yscale_enable = (regs.pa_cl_vte_cntl & (1 << 2)) > 0;
- bool vport_yoffset_enable = (regs.pa_cl_vte_cntl & (1 << 3)) > 0;
- bool vport_zscale_enable = (regs.pa_cl_vte_cntl & (1 << 4)) > 0;
- bool vport_zoffset_enable = (regs.pa_cl_vte_cntl & (1 << 5)) > 0;
- assert_true(vport_xscale_enable == vport_yscale_enable ==
- vport_zscale_enable == vport_xoffset_enable ==
- vport_yoffset_enable == vport_zoffset_enable);
-
- if (vport_xscale_enable) {
- float texel_offset_x = 0.0f;
- float texel_offset_y = 0.0f;
- float vox = vport_xoffset_enable ? regs.pa_cl_vport_xoffset : 0;
- float voy = vport_yoffset_enable ? regs.pa_cl_vport_yoffset : 0;
- float vsx = vport_xscale_enable ? regs.pa_cl_vport_xscale : 1;
- float vsy = vport_yscale_enable ? regs.pa_cl_vport_yscale : 1;
- window_width_scalar = window_height_scalar = 1;
- float vpw = 2 * window_width_scalar * vsx;
- float vph = -2 * window_height_scalar * vsy;
- float vpx = window_width_scalar * vox - vpw / 2 + window_offset_x;
- float vpy = window_height_scalar * voy - vph / 2 + window_offset_y;
- glViewportIndexedf(0, vpx + texel_offset_x, vpy + texel_offset_y, vpw, vph);
-
- // TODO(benvanik): depth range adjustment?
- // float voz = vport_zoffset_enable ? regs.pa_cl_vport_zoffset : 0;
- // float vsz = vport_zscale_enable ? regs.pa_cl_vport_zscale : 1;
- } else {
- float texel_offset_x = 0.0f;
- float texel_offset_y = 0.0f;
- float vpw = 2 * 2560.0f * window_width_scalar;
- float vph = 2 * 2560.0f * window_height_scalar;
- float vpx = -2560.0f * window_width_scalar + window_offset_x;
- float vpy = -2560.0f * window_height_scalar + window_offset_y;
- glViewportIndexedf(0, vpx + texel_offset_x, vpy + texel_offset_y, vpw, vph);
- }
- float voz = vport_zoffset_enable ? regs.pa_cl_vport_zoffset : 0;
- float vsz = vport_zscale_enable ? regs.pa_cl_vport_zscale : 1;
- glDepthRangef(voz, voz + vsz);
-
- return UpdateStatus::kMismatch;
-}
-
-GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateRasterizerState(
- PrimitiveType prim_type) {
- auto& regs = update_rasterizer_state_regs_;
-
- bool dirty = false;
- dirty |= SetShadowRegister(&regs.pa_su_sc_mode_cntl,
- XE_GPU_REG_PA_SU_SC_MODE_CNTL);
- dirty |= SetShadowRegister(&regs.pa_sc_screen_scissor_tl,
- XE_GPU_REG_PA_SC_SCREEN_SCISSOR_TL);
- dirty |= SetShadowRegister(&regs.pa_sc_screen_scissor_br,
- XE_GPU_REG_PA_SC_SCREEN_SCISSOR_BR);
- dirty |= SetShadowRegister(&regs.multi_prim_ib_reset_index,
- XE_GPU_REG_VGT_MULTI_PRIM_IB_RESET_INDX);
- dirty |= SetShadowRegister(&regs.pa_sc_viz_query, XE_GPU_REG_PA_SC_VIZ_QUERY);
- dirty |= regs.prim_type != prim_type;
- if (!dirty) {
- return UpdateStatus::kCompatible;
- }
-
- regs.prim_type = prim_type;
-
- SCOPE_profile_cpu_f("gpu");
-
- draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange);
-
- // viz query enabled
- // assert_zero(regs.pa_sc_viz_query & 0x01);
-
- // Kill pix post early-z test
- // assert_zero(regs.pa_sc_viz_query & 0x80);
-
- // Scissoring.
- // TODO(benvanik): is this used? we are using scissoring for window scissor.
- if (regs.pa_sc_screen_scissor_tl != 0 &&
- regs.pa_sc_screen_scissor_br != 0x20002000) {
- assert_always();
- // glEnable(GL_SCISSOR_TEST);
- // TODO(benvanik): signed?
- int32_t screen_scissor_x = regs.pa_sc_screen_scissor_tl & 0x7FFF;
- int32_t screen_scissor_y = (regs.pa_sc_screen_scissor_tl >> 16) & 0x7FFF;
- int32_t screen_scissor_w =
- regs.pa_sc_screen_scissor_br & 0x7FFF - screen_scissor_x;
- int32_t screen_scissor_h =
- (regs.pa_sc_screen_scissor_br >> 16) & 0x7FFF - screen_scissor_y;
- glScissor(screen_scissor_x, screen_scissor_y, screen_scissor_w,
- screen_scissor_h);
- } else {
- // glDisable(GL_SCISSOR_TEST);
- }
-
- switch (regs.pa_su_sc_mode_cntl & 0x3) {
- case 0:
- glDisable(GL_CULL_FACE);
- break;
- case 1:
- glEnable(GL_CULL_FACE);
- glCullFace(GL_FRONT);
- break;
- case 2:
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- break;
- }
- if (regs.pa_su_sc_mode_cntl & 0x4) {
- glFrontFace(GL_CW);
- } else {
- glFrontFace(GL_CCW);
- }
-
- if (prim_type == PrimitiveType::kRectangleList) {
- // Rectangle lists aren't culled. There may be other things they skip too.
- glDisable(GL_CULL_FACE);
- }
-
- static const GLenum kFillModes[3] = {
- GL_POINT,
- GL_LINE,
- GL_FILL,
- };
- bool poly_mode = ((regs.pa_su_sc_mode_cntl >> 3) & 0x3) != 0;
- if (poly_mode) {
- uint32_t front_poly_mode = (regs.pa_su_sc_mode_cntl >> 5) & 0x7;
- uint32_t back_poly_mode = (regs.pa_su_sc_mode_cntl >> 8) & 0x7;
- // GL only supports both matching.
- assert_true(front_poly_mode == back_poly_mode);
- glPolygonMode(GL_FRONT_AND_BACK, kFillModes[front_poly_mode]);
- } else {
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- }
-
- if (regs.pa_su_sc_mode_cntl & (1 << 19)) {
- glProvokingVertex(GL_LAST_VERTEX_CONVENTION);
- } else {
- glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
- }
-
- if (regs.pa_su_sc_mode_cntl & (1 << 21)) {
- glEnable(GL_PRIMITIVE_RESTART);
- } else {
- glDisable(GL_PRIMITIVE_RESTART);
- }
- glPrimitiveRestartIndex(regs.multi_prim_ib_reset_index);
-
- return UpdateStatus::kMismatch;
-}
-
-GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateBlendState() {
- auto& reg_file = *register_file_;
- auto& regs = update_blend_state_regs_;
-
- // Alpha testing -- ALPHAREF, ALPHAFUNC, ALPHATESTENABLE
- // Deprecated in GL, implemented in shader.
- // if(ALPHATESTENABLE && frag_out.a [<=/ALPHAFUNC] ALPHAREF) discard;
- uint32_t color_control = reg_file[XE_GPU_REG_RB_COLORCONTROL].u32;
- draw_batcher_.set_alpha_test((color_control & 0x8) != 0, // ALPAHTESTENABLE
- color_control & 0x7, // ALPHAFUNC
- reg_file[XE_GPU_REG_RB_ALPHA_REF].f32);
-
- bool dirty = false;
- dirty |=
- SetShadowRegister(&regs.rb_blendcontrol[0], XE_GPU_REG_RB_BLENDCONTROL_0);
- dirty |=
- SetShadowRegister(&regs.rb_blendcontrol[1], XE_GPU_REG_RB_BLENDCONTROL_1);
- dirty |=
- SetShadowRegister(&regs.rb_blendcontrol[2], XE_GPU_REG_RB_BLENDCONTROL_2);
- dirty |=
- SetShadowRegister(&regs.rb_blendcontrol[3], XE_GPU_REG_RB_BLENDCONTROL_3);
- dirty |= SetShadowRegister(&regs.rb_blend_rgba[0], XE_GPU_REG_RB_BLEND_RED);
- dirty |= SetShadowRegister(&regs.rb_blend_rgba[1], XE_GPU_REG_RB_BLEND_GREEN);
- dirty |= SetShadowRegister(&regs.rb_blend_rgba[2], XE_GPU_REG_RB_BLEND_BLUE);
- dirty |= SetShadowRegister(&regs.rb_blend_rgba[3], XE_GPU_REG_RB_BLEND_ALPHA);
- if (!dirty) {
- return UpdateStatus::kCompatible;
- }
-
- SCOPE_profile_cpu_f("gpu");
-
- draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange);
-
- static const GLenum blend_map[] = {
- /* 0 */ GL_ZERO,
- /* 1 */ GL_ONE,
- /* 2 */ GL_ZERO, // ?
- /* 3 */ GL_ZERO, // ?
- /* 4 */ GL_SRC_COLOR,
- /* 5 */ GL_ONE_MINUS_SRC_COLOR,
- /* 6 */ GL_SRC_ALPHA,
- /* 7 */ GL_ONE_MINUS_SRC_ALPHA,
- /* 8 */ GL_DST_COLOR,
- /* 9 */ GL_ONE_MINUS_DST_COLOR,
- /* 10 */ GL_DST_ALPHA,
- /* 11 */ GL_ONE_MINUS_DST_ALPHA,
- /* 12 */ GL_CONSTANT_COLOR,
- /* 13 */ GL_ONE_MINUS_CONSTANT_COLOR,
- /* 14 */ GL_CONSTANT_ALPHA,
- /* 15 */ GL_ONE_MINUS_CONSTANT_ALPHA,
- /* 16 */ GL_SRC_ALPHA_SATURATE,
- };
- static const GLenum blend_op_map[] = {
- /* 0 */ GL_FUNC_ADD,
- /* 1 */ GL_FUNC_SUBTRACT,
- /* 2 */ GL_MIN,
- /* 3 */ GL_MAX,
- /* 4 */ GL_FUNC_REVERSE_SUBTRACT,
- };
- for (int i = 0; i < xe::countof(regs.rb_blendcontrol); ++i) {
- uint32_t blend_control = regs.rb_blendcontrol[i];
- // A2XX_RB_BLEND_CONTROL_COLOR_SRCBLEND
- auto src_blend = blend_map[(blend_control & 0x0000001F) >> 0];
- // A2XX_RB_BLEND_CONTROL_COLOR_DESTBLEND
- auto dest_blend = blend_map[(blend_control & 0x00001F00) >> 8];
- // A2XX_RB_BLEND_CONTROL_COLOR_COMB_FCN
- auto blend_op = blend_op_map[(blend_control & 0x000000E0) >> 5];
- // A2XX_RB_BLEND_CONTROL_ALPHA_SRCBLEND
- auto src_blend_alpha = blend_map[(blend_control & 0x001F0000) >> 16];
- // A2XX_RB_BLEND_CONTROL_ALPHA_DESTBLEND
- auto dest_blend_alpha = blend_map[(blend_control & 0x1F000000) >> 24];
- // A2XX_RB_BLEND_CONTROL_ALPHA_COMB_FCN
- auto blend_op_alpha = blend_op_map[(blend_control & 0x00E00000) >> 21];
- // A2XX_RB_COLORCONTROL_BLEND_DISABLE ?? Can't find this!
- // Just guess based on actions.
- // bool blend_enable =
- // !((src_blend == GL_ONE) && (dest_blend == GL_ZERO) &&
- // (blend_op == GL_FUNC_ADD) && (src_blend_alpha == GL_ONE) &&
- // (dest_blend_alpha == GL_ZERO) && (blend_op_alpha == GL_FUNC_ADD));
- bool blend_enable = !(color_control & 0x20);
- if (blend_enable) {
- glEnablei(GL_BLEND, i);
- glBlendEquationSeparatei(i, blend_op, blend_op_alpha);
- glBlendFuncSeparatei(i, src_blend, dest_blend, src_blend_alpha,
- dest_blend_alpha);
- } else {
- glDisablei(GL_BLEND, i);
- }
- }
-
- glBlendColor(regs.rb_blend_rgba[0], regs.rb_blend_rgba[1],
- regs.rb_blend_rgba[2], regs.rb_blend_rgba[3]);
-
- return UpdateStatus::kMismatch;
-}
-
-GL4CommandProcessor::UpdateStatus
-GL4CommandProcessor::UpdateDepthStencilState() {
- auto& regs = update_depth_stencil_state_regs_;
-
- bool dirty = false;
- dirty |= SetShadowRegister(&regs.rb_depthcontrol, XE_GPU_REG_RB_DEPTHCONTROL);
- dirty |=
- SetShadowRegister(&regs.rb_stencilrefmask, XE_GPU_REG_RB_STENCILREFMASK);
- if (!dirty) {
- return UpdateStatus::kCompatible;
- }
-
- SCOPE_profile_cpu_f("gpu");
-
- draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange);
-
- static const GLenum compare_func_map[] = {
- /* 0 */ GL_NEVER,
- /* 1 */ GL_LESS,
- /* 2 */ GL_EQUAL,
- /* 3 */ GL_LEQUAL,
- /* 4 */ GL_GREATER,
- /* 5 */ GL_NOTEQUAL,
- /* 6 */ GL_GEQUAL,
- /* 7 */ GL_ALWAYS,
- };
- static const GLenum stencil_op_map[] = {
- /* 0 */ GL_KEEP,
- /* 1 */ GL_ZERO,
- /* 2 */ GL_REPLACE,
- /* 3 */ GL_INCR_WRAP,
- /* 4 */ GL_DECR_WRAP,
- /* 5 */ GL_INVERT,
- /* 6 */ GL_INCR,
- /* 7 */ GL_DECR,
- };
- // A2XX_RB_DEPTHCONTROL_Z_ENABLE
- if (regs.rb_depthcontrol & 0x00000002) {
- glEnable(GL_DEPTH_TEST);
- } else {
- glDisable(GL_DEPTH_TEST);
- }
- // glDisable(GL_DEPTH_TEST);
- // A2XX_RB_DEPTHCONTROL_Z_WRITE_ENABLE
- glDepthMask((regs.rb_depthcontrol & 0x00000004) ? GL_TRUE : GL_FALSE);
- // A2XX_RB_DEPTHCONTROL_EARLY_Z_ENABLE
- // ?
- // A2XX_RB_DEPTHCONTROL_ZFUNC
- glDepthFunc(compare_func_map[(regs.rb_depthcontrol & 0x00000070) >> 4]);
- // A2XX_RB_DEPTHCONTROL_STENCIL_ENABLE
- if (regs.rb_depthcontrol & 0x00000001) {
- glEnable(GL_STENCIL_TEST);
- } else {
- glDisable(GL_STENCIL_TEST);
- }
- // RB_STENCILREFMASK_STENCILREF
- uint32_t stencil_ref = (regs.rb_stencilrefmask & 0x000000FF);
- // RB_STENCILREFMASK_STENCILMASK
- uint32_t stencil_read_mask = (regs.rb_stencilrefmask & 0x0000FF00) >> 8;
- // RB_STENCILREFMASK_STENCILWRITEMASK
- glStencilMask((regs.rb_stencilrefmask & 0x00FF0000) >> 16);
- // A2XX_RB_DEPTHCONTROL_BACKFACE_ENABLE
- bool backface_enabled = (regs.rb_depthcontrol & 0x00000080) != 0;
- if (backface_enabled) {
- // A2XX_RB_DEPTHCONTROL_STENCILFUNC
- glStencilFuncSeparate(
- GL_FRONT, compare_func_map[(regs.rb_depthcontrol & 0x00000700) >> 8],
- stencil_ref, stencil_read_mask);
- // A2XX_RB_DEPTHCONTROL_STENCILFAIL
- // A2XX_RB_DEPTHCONTROL_STENCILZFAIL
- // A2XX_RB_DEPTHCONTROL_STENCILZPASS
- glStencilOpSeparate(
- GL_FRONT, stencil_op_map[(regs.rb_depthcontrol & 0x00003800) >> 11],
- stencil_op_map[(regs.rb_depthcontrol & 0x000E0000) >> 17],
- stencil_op_map[(regs.rb_depthcontrol & 0x0001C000) >> 14]);
- // A2XX_RB_DEPTHCONTROL_STENCILFUNC_BF
- glStencilFuncSeparate(
- GL_BACK, compare_func_map[(regs.rb_depthcontrol & 0x00700000) >> 20],
- stencil_ref, stencil_read_mask);
- // A2XX_RB_DEPTHCONTROL_STENCILFAIL_BF
- // A2XX_RB_DEPTHCONTROL_STENCILZFAIL_BF
- // A2XX_RB_DEPTHCONTROL_STENCILZPASS_BF
- glStencilOpSeparate(
- GL_BACK, stencil_op_map[(regs.rb_depthcontrol & 0x03800000) >> 23],
- stencil_op_map[(regs.rb_depthcontrol & 0xE0000000) >> 29],
- stencil_op_map[(regs.rb_depthcontrol & 0x1C000000) >> 26]);
- } else {
- // Backfaces disabled - treat backfaces as frontfaces.
- glStencilFunc(compare_func_map[(regs.rb_depthcontrol & 0x00000700) >> 8],
- stencil_ref, stencil_read_mask);
- glStencilOp(stencil_op_map[(regs.rb_depthcontrol & 0x00003800) >> 11],
- stencil_op_map[(regs.rb_depthcontrol & 0x000E0000) >> 17],
- stencil_op_map[(regs.rb_depthcontrol & 0x0001C000) >> 14]);
- }
-
- return UpdateStatus::kMismatch;
-}
-
-GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateIndexBuffer(
- IndexBufferInfo* index_buffer_info) {
- auto& regs = *register_file_;
- if (!index_buffer_info || !index_buffer_info->guest_base) {
- // No index buffer or auto draw.
- return UpdateStatus::kCompatible;
- }
- auto& info = *index_buffer_info;
-
-#if FINE_GRAINED_DRAW_SCOPES
- SCOPE_profile_cpu_f("gpu");
-#endif // FINE_GRAINED_DRAW_SCOPES
-
- // Min/max index ranges for clamping. This is often [0g,FFFF|FFFFFF].
- // All indices should be clamped to [min,max]. May be a way to do this in GL.
- uint32_t min_index = regs[XE_GPU_REG_VGT_MIN_VTX_INDX].u32;
- uint32_t max_index = regs[XE_GPU_REG_VGT_MAX_VTX_INDX].u32;
- assert_true(min_index == 0);
- assert_true(max_index == 0xFFFF || max_index == 0xFFFFFF);
-
- assert_true(info.endianness == Endian::k8in16 ||
- info.endianness == Endian::k8in32);
-
- trace_writer_.WriteMemoryRead(info.guest_base, info.length);
-
- size_t total_size =
- info.count * (info.format == IndexFormat::kInt32 ? sizeof(uint32_t)
- : sizeof(uint16_t));
- CircularBuffer::Allocation allocation;
- if (!scratch_buffer_.AcquireCached(info.guest_base, total_size,
- &allocation)) {
- if (info.format == IndexFormat::kInt32) {
- auto dest = reinterpret_cast<uint32_t*>(allocation.host_ptr);
- auto src = memory_->TranslatePhysical<const uint32_t*>(info.guest_base);
- xe::copy_and_swap_32_aligned(dest, src, info.count);
- } else {
- auto dest = reinterpret_cast<uint16_t*>(allocation.host_ptr);
- auto src = memory_->TranslatePhysical<const uint16_t*>(info.guest_base);
- xe::copy_and_swap_16_aligned(dest, src, info.count);
- }
- draw_batcher_.set_index_buffer(allocation);
- scratch_buffer_.Commit(std::move(allocation));
- } else {
- draw_batcher_.set_index_buffer(allocation);
- }
-
- return UpdateStatus::kCompatible;
-}
-
-GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateVertexBuffers() {
-#if FINE_GRAINED_DRAW_SCOPES
- SCOPE_profile_cpu_f("gpu");
-#endif // FINE_GRAINED_DRAW_SCOPES
-
- auto& regs = *register_file_;
- assert_not_null(active_vertex_shader_);
-
- for (const auto& vertex_binding : active_vertex_shader_->vertex_bindings()) {
- int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 +
- (vertex_binding.fetch_constant / 3) * 6;
- const auto group = reinterpret_cast<xe_gpu_fetch_group_t*>(&regs.values[r]);
- const xe_gpu_vertex_fetch_t* fetch = nullptr;
- switch (vertex_binding.fetch_constant % 3) {
- case 0:
- fetch = &group->vertex_fetch_0;
- break;
- case 1:
- fetch = &group->vertex_fetch_1;
- break;
- case 2:
- fetch = &group->vertex_fetch_2;
- break;
- }
- assert_true(fetch->endian == 2);
-
- size_t valid_range = size_t(fetch->size * 4);
-
- trace_writer_.WriteMemoryRead(fetch->address << 2, valid_range);
-
- auto vertex_shader = static_cast<GL4Shader*>(active_vertex_shader_);
- CircularBuffer::Allocation allocation;
- if (!scratch_buffer_.AcquireCached(fetch->address << 2, valid_range,
- &allocation)) {
- // Copy and byte swap the entire buffer.
- // We could be smart about this to save GPU bandwidth by building a CRC
- // as we copy and only if it differs from the previous value committing
- // it (and if it matches just discard and reuse).
- xe::copy_and_swap_32_aligned(
- allocation.host_ptr,
- memory_->TranslatePhysical<const uint32_t*>(fetch->address << 2),
- valid_range / 4);
-
- // TODO(benvanik): if we could find a way to avoid this, we could use
- // multidraw without flushing.
- glVertexArrayVertexBuffer(
- vertex_shader->vao(),
- static_cast<GLuint>(vertex_binding.binding_index),
- scratch_buffer_.handle(), allocation.offset,
- vertex_binding.stride_words * 4);
-
- scratch_buffer_.Commit(std::move(allocation));
- } else {
- // TODO(benvanik): if we could find a way to avoid this, we could use
- // multidraw without flushing.
- glVertexArrayVertexBuffer(
- vertex_shader->vao(),
- static_cast<GLuint>(vertex_binding.binding_index),
- scratch_buffer_.handle(), allocation.offset,
- vertex_binding.stride_words * 4);
- }
- }
-
- return UpdateStatus::kCompatible;
-}
-
-GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateSamplers() {
-#if FINE_GRAINED_DRAW_SCOPES
- SCOPE_profile_cpu_f("gpu");
-#endif // FINE_GRAINED_DRAW_SCOPES
-
- bool mismatch = false;
-
- // VS and PS samplers are shared, but may be used exclusively.
- // We walk each and setup lazily.
- bool has_setup_sampler[32] = {false};
-
- // Vertex texture samplers.
- for (auto& texture_binding : active_vertex_shader_->texture_bindings()) {
- if (has_setup_sampler[texture_binding.fetch_constant]) {
- continue;
- }
- has_setup_sampler[texture_binding.fetch_constant] = true;
- auto status = PopulateSampler(texture_binding);
- if (status == UpdateStatus::kError) {
- return status;
- } else if (status == UpdateStatus::kMismatch) {
- mismatch = true;
- }
- }
-
- // Pixel shader texture sampler.
- for (auto& texture_binding : active_pixel_shader_->texture_bindings()) {
- if (has_setup_sampler[texture_binding.fetch_constant]) {
- continue;
- }
- has_setup_sampler[texture_binding.fetch_constant] = true;
- auto status = PopulateSampler(texture_binding);
- if (status == UpdateStatus::kError) {
- return UpdateStatus::kError;
- } else if (status == UpdateStatus::kMismatch) {
- mismatch = true;
- }
- }
-
- return mismatch ? UpdateStatus::kMismatch : UpdateStatus::kCompatible;
-}
-
-GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateSampler(
- const Shader::TextureBinding& texture_binding) {
- auto& regs = *register_file_;
- int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 +
- texture_binding.fetch_constant * 6;
- auto group = reinterpret_cast<const xe_gpu_fetch_group_t*>(&regs.values[r]);
- auto& fetch = group->texture_fetch;
-
- // Reset slot.
- // If we fail, we still draw but with an invalid texture.
- draw_batcher_.set_texture_sampler(texture_binding.fetch_constant, 0, 0);
-
- if (FLAGS_disable_textures) {
- return UpdateStatus::kCompatible;
- }
-
- // ?
- if (!fetch.type) {
- return UpdateStatus::kCompatible;
- }
- assert_true(fetch.type == 0x2);
-
- TextureInfo texture_info;
- if (!TextureInfo::Prepare(fetch, &texture_info)) {
- XELOGE("Unable to parse texture fetcher info");
- return UpdateStatus::kCompatible; // invalid texture used
- }
- SamplerInfo sampler_info;
- if (!SamplerInfo::Prepare(fetch, texture_binding.fetch_instr,
- &sampler_info)) {
- XELOGE("Unable to parse sampler info");
- return UpdateStatus::kCompatible; // invalid texture used
- }
-
- trace_writer_.WriteMemoryRead(texture_info.guest_address,
- texture_info.input_length);
-
- auto entry_view = texture_cache_.Demand(texture_info, sampler_info);
- if (!entry_view) {
- // Unable to create/fetch/etc.
- XELOGE("Failed to demand texture");
- return UpdateStatus::kCompatible;
- }
-
- // Shaders will use bindless to fetch right from it.
- draw_batcher_.set_texture_sampler(texture_binding.fetch_constant,
- entry_view->texture_sampler_handle,
- fetch.swizzle);
-
- return UpdateStatus::kCompatible;
-}
-
-bool GL4CommandProcessor::IssueCopy() {
- SCOPE_profile_cpu_f("gpu");
- auto& regs = *register_file_;
-
- // This is used to resolve surfaces, taking them from EDRAM render targets
- // to system memory. It can optionally clear color/depth surfaces, too.
- // The command buffer has stuff for actually doing this by drawing, however
- // we should be able to do it without that much easier.
-
- uint32_t copy_control = regs[XE_GPU_REG_RB_COPY_CONTROL].u32;
- // Render targets 0-3, 4 = depth
- uint32_t copy_src_select = copy_control & 0x7;
- bool color_clear_enabled = (copy_control >> 8) & 0x1;
- bool depth_clear_enabled = (copy_control >> 9) & 0x1;
- auto copy_command = static_cast<CopyCommand>((copy_control >> 20) & 0x3);
-
- uint32_t copy_dest_info = regs[XE_GPU_REG_RB_COPY_DEST_INFO].u32;
- auto copy_dest_endian = static_cast<Endian128>(copy_dest_info & 0x7);
- uint32_t copy_dest_array = (copy_dest_info >> 3) & 0x1;
- assert_true(copy_dest_array == 0);
- uint32_t copy_dest_slice = (copy_dest_info >> 4) & 0x7;
- assert_true(copy_dest_slice == 0);
- auto copy_dest_format =
- static_cast<ColorFormat>((copy_dest_info >> 7) & 0x3F);
- uint32_t copy_dest_number = (copy_dest_info >> 13) & 0x7;
- // assert_true(copy_dest_number == 0); // ?
- uint32_t copy_dest_bias = (copy_dest_info >> 16) & 0x3F;
- // assert_true(copy_dest_bias == 0);
- uint32_t copy_dest_swap = (copy_dest_info >> 25) & 0x1;
-
- uint32_t copy_dest_base = regs[XE_GPU_REG_RB_COPY_DEST_BASE].u32;
- uint32_t copy_dest_pitch = regs[XE_GPU_REG_RB_COPY_DEST_PITCH].u32;
- uint32_t copy_dest_height = (copy_dest_pitch >> 16) & 0x3FFF;
- copy_dest_pitch &= 0x3FFF;
-
- // None of this is supported yet:
- uint32_t copy_surface_slice = regs[XE_GPU_REG_RB_COPY_SURFACE_SLICE].u32;
- assert_true(copy_surface_slice == 0);
- uint32_t copy_func = regs[XE_GPU_REG_RB_COPY_FUNC].u32;
- assert_true(copy_func == 0);
- uint32_t copy_ref = regs[XE_GPU_REG_RB_COPY_REF].u32;
- assert_true(copy_ref == 0);
- uint32_t copy_mask = regs[XE_GPU_REG_RB_COPY_MASK].u32;
- assert_true(copy_mask == 0);
-
- // RB_SURFACE_INFO
- // http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html
- uint32_t surface_info = regs[XE_GPU_REG_RB_SURFACE_INFO].u32;
- uint32_t surface_pitch = surface_info & 0x3FFF;
- auto surface_msaa = static_cast<MsaaSamples>((surface_info >> 16) & 0x3);
-
- // Depending on the source, pick the buffer we'll be sourcing.
- // We then query for a cached framebuffer setup with that buffer active.
- TextureFormat src_format = TextureFormat::kUnknown;
- GLuint color_targets[4] = {kAnyTarget, kAnyTarget, kAnyTarget, kAnyTarget};
- GLuint depth_target = kAnyTarget;
- if (copy_src_select <= 3 || color_clear_enabled) {
- // Source from a color target.
- uint32_t color_info[4] = {
- regs[XE_GPU_REG_RB_COLOR_INFO].u32,
- regs[XE_GPU_REG_RB_COLOR1_INFO].u32,
- regs[XE_GPU_REG_RB_COLOR2_INFO].u32,
- regs[XE_GPU_REG_RB_COLOR3_INFO].u32,
- };
- uint32_t color_base = color_info[copy_src_select] & 0xFFF;
- auto color_format = static_cast<ColorRenderTargetFormat>(
- (color_info[copy_src_select] >> 16) & 0xF);
- color_targets[copy_src_select] = GetColorRenderTarget(
- surface_pitch, surface_msaa, color_base, color_format);
-
- if (copy_src_select <= 3) {
- src_format = ColorRenderTargetToTextureFormat(color_format);
- }
- }
-
- // Grab the depth/stencil if we're sourcing from it or clear is enabled.
- if (copy_src_select > 3 || depth_clear_enabled) {
- uint32_t depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
- uint32_t depth_base = depth_info & 0xFFF;
- auto depth_format =
- static_cast<DepthRenderTargetFormat>((depth_info >> 16) & 0x1);
- depth_target = GetDepthRenderTarget(surface_pitch, surface_msaa, depth_base,
- depth_format);
-
- if (copy_src_select > 3) {
- src_format = DepthRenderTargetToTextureFormat(depth_format);
- }
- }
-
- auto source_framebuffer = GetFramebuffer(color_targets, depth_target);
- if (!source_framebuffer) {
- // If we get here we are likely missing some state checks.
- assert_always("No framebuffer for copy source? no-op copy?");
- XELOGE("No framebuffer for copy source");
- return false;
- }
-
- active_framebuffer_ = source_framebuffer;
-
- GLenum read_format;
- GLenum read_type;
- size_t read_size = 0;
- switch (copy_dest_format) {
- case ColorFormat::k_1_5_5_5:
- read_format = GL_RGB5_A1;
- read_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
- read_size = 16;
- break;
- case ColorFormat::k_2_10_10_10:
- read_format = GL_RGB10_A2;
- read_type = GL_UNSIGNED_INT_10_10_10_2;
- read_size = 32;
- break;
- case ColorFormat::k_4_4_4_4:
- read_format = GL_RGBA4;
- read_type = GL_UNSIGNED_SHORT_4_4_4_4;
- read_size = 16;
- break;
- case ColorFormat::k_5_6_5:
- read_format = GL_RGB565;
- read_type = GL_UNSIGNED_SHORT_5_6_5;
- read_size = 16;
- break;
- case ColorFormat::k_8:
- read_format = GL_R8;
- read_type = GL_UNSIGNED_BYTE;
- read_size = 8;
- break;
- case ColorFormat::k_8_8:
- read_format = GL_RG8;
- read_type = GL_UNSIGNED_BYTE;
- read_size = 16;
- break;
- case ColorFormat::k_8_8_8_8:
- read_format = copy_dest_swap ? GL_BGRA : GL_RGBA;
- read_type = GL_UNSIGNED_BYTE;
- read_size = 32;
- break;
- case ColorFormat::k_16:
- read_format = GL_R16;
- read_type = GL_UNSIGNED_SHORT;
- read_size = 16;
- break;
- case ColorFormat::k_16_FLOAT:
- read_format = GL_R16F;
- read_type = GL_HALF_FLOAT;
- read_size = 16;
- break;
- case ColorFormat::k_16_16:
- read_format = GL_RG16;
- read_type = GL_UNSIGNED_SHORT;
- read_size = 32;
- break;
- case ColorFormat::k_16_16_FLOAT:
- read_format = GL_RG16F;
- read_type = GL_HALF_FLOAT;
- read_size = 32;
- break;
- case ColorFormat::k_16_16_16_16:
- read_format = GL_RGBA16;
- read_type = GL_UNSIGNED_SHORT;
- read_size = 64;
- break;
- case ColorFormat::k_16_16_16_16_FLOAT:
- read_format = GL_RGBA16F;
- read_type = GL_HALF_FLOAT;
- read_size = 64;
- break;
- case ColorFormat::k_32_FLOAT:
- read_format = GL_R32F;
- read_type = GL_FLOAT;
- read_size = 32;
- break;
- case ColorFormat::k_32_32_FLOAT:
- read_format = GL_RG32F;
- read_type = GL_FLOAT;
- read_size = 64;
- break;
- case ColorFormat::k_32_32_32_32_FLOAT:
- read_format = GL_RGBA32F;
- read_type = GL_FLOAT;
- read_size = 128;
- break;
- case ColorFormat::k_10_11_11:
- case ColorFormat::k_11_11_10:
- read_format = GL_R11F_G11F_B10F;
- read_type = GL_UNSIGNED_INT_10F_11F_11F_REV;
- read_size = 32;
- break;
- default:
- assert_unhandled_case(copy_dest_format);
- return false;
- }
-
- // TODO(benvanik): swap channel ordering on copy_dest_swap
- // Can we use GL swizzles for this?
-
- // Swap byte order during read.
- // TODO(benvanik): handle other endian modes.
- switch (copy_dest_endian) {
- case Endian128::kUnspecified:
- glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE);
- break;
- case Endian128::k8in32:
- glPixelStorei(GL_PACK_SWAP_BYTES, GL_TRUE);
- break;
- default:
- // assert_unhandled_case(copy_dest_endian);
- glPixelStorei(GL_PACK_SWAP_BYTES, GL_TRUE);
- break;
- }
-
- // TODO(benvanik): tweak alignments/strides.
- // glPixelStorei(GL_PACK_ALIGNMENT, 1);
- // glPixelStorei(GL_PACK_ROW_LENGTH, 0);
- // glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
-
- // TODO(benvanik): any way to scissor this? a200 has:
- // REG_A2XX_RB_COPY_DEST_OFFSET = A2XX_RB_COPY_DEST_OFFSET_X(tile->xoff) |
- // A2XX_RB_COPY_DEST_OFFSET_Y(tile->yoff);
- // but I can't seem to find something similar.
- uint32_t dest_logical_width = copy_dest_pitch;
- uint32_t dest_logical_height = copy_dest_height;
- uint32_t dest_block_width = xe::round_up(dest_logical_width, 32);
- uint32_t dest_block_height = /*xe::round_up(*/ dest_logical_height /*, 32)*/;
-
- uint32_t window_offset = regs[XE_GPU_REG_PA_SC_WINDOW_OFFSET].u32;
- int16_t window_offset_x = window_offset & 0x7FFF;
- int16_t window_offset_y = (window_offset >> 16) & 0x7FFF;
- if (window_offset_x & 0x4000) {
- window_offset_x |= 0x8000;
- }
- if (window_offset_y & 0x4000) {
- window_offset_y |= 0x8000;
- }
-
- // HACK: vertices to use are always in vf0.
- int copy_vertex_fetch_slot = 0;
- int r =
- XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + (copy_vertex_fetch_slot / 3) * 6;
- const auto group = reinterpret_cast<xe_gpu_fetch_group_t*>(&regs.values[r]);
- const xe_gpu_vertex_fetch_t* fetch = nullptr;
- switch (copy_vertex_fetch_slot % 3) {
- case 0:
- fetch = &group->vertex_fetch_0;
- break;
- case 1:
- fetch = &group->vertex_fetch_1;
- break;
- case 2:
- fetch = &group->vertex_fetch_2;
- break;
- }
- assert_true(fetch->type == 3);
- assert_true(fetch->endian == 2);
- assert_true(fetch->size == 6);
- const uint8_t* vertex_addr = memory_->TranslatePhysical(fetch->address << 2);
- trace_writer_.WriteMemoryRead(fetch->address << 2, fetch->size * 4);
- int32_t dest_min_x = int32_t((std::min(
- std::min(
- GpuSwap(xe::load<float>(vertex_addr + 0), Endian(fetch->endian)),
- GpuSwap(xe::load<float>(vertex_addr + 8), Endian(fetch->endian))),
- GpuSwap(xe::load<float>(vertex_addr + 16), Endian(fetch->endian)))));
- int32_t dest_max_x = int32_t((std::max(
- std::max(
- GpuSwap(xe::load<float>(vertex_addr + 0), Endian(fetch->endian)),
- GpuSwap(xe::load<float>(vertex_addr + 8), Endian(fetch->endian))),
- GpuSwap(xe::load<float>(vertex_addr + 16), Endian(fetch->endian)))));
- int32_t dest_min_y = int32_t((std::min(
- std::min(
- GpuSwap(xe::load<float>(vertex_addr + 4), Endian(fetch->endian)),
- GpuSwap(xe::load<float>(vertex_addr + 12), Endian(fetch->endian))),
- GpuSwap(xe::load<float>(vertex_addr + 20), Endian(fetch->endian)))));
- int32_t dest_max_y = int32_t((std::max(
- std::max(
- GpuSwap(xe::load<float>(vertex_addr + 4), Endian(fetch->endian)),
- GpuSwap(xe::load<float>(vertex_addr + 12), Endian(fetch->endian))),
- GpuSwap(xe::load<float>(vertex_addr + 20), Endian(fetch->endian)))));
- Rect2D dest_rect(dest_min_x, dest_min_y, dest_max_x - dest_min_x,
- dest_max_y - dest_min_y);
- Rect2D src_rect(0, 0, dest_rect.width, dest_rect.height);
-
- // The dest base address passed in has already been offset by the window
- // offset, so to ensure texture lookup works we need to offset it.
- // TODO(benvanik): allow texture cache to lookup partial textures.
- // TODO(benvanik): change based on format.
- int32_t dest_offset = window_offset_y * copy_dest_pitch * int(read_size / 8);
- dest_offset += window_offset_x * 32 * int(read_size / 8);
- copy_dest_base += dest_offset;
-
- // Destination pointer in guest memory.
- // We have GL throw bytes directly into it.
- // TODO(benvanik): copy to staging texture then PBO back?
- void* ptr = memory_->TranslatePhysical(copy_dest_base);
- size_t size = copy_dest_pitch * copy_dest_height * (read_size / 8);
-
- auto blitter = static_cast<xe::ui::gl::GLContext*>(context_.get())->blitter();
-
- // Make active so glReadPixels reads from us.
- switch (copy_command) {
- case CopyCommand::kRaw: {
- // This performs a byte-for-byte copy of the textures from src to dest
- // with no conversion. Byte swapping may still occur.
- if (copy_src_select <= 3) {
- // Source from a bound render target.
- // TODO(benvanik): RAW copy.
- last_framebuffer_texture_ = texture_cache_.CopyTexture(
- blitter, copy_dest_base, dest_logical_width, dest_logical_height,
- dest_block_width, dest_block_height,
- ColorFormatToTextureFormat(copy_dest_format),
- copy_dest_swap ? true : false, color_targets[copy_src_select],
- src_rect, dest_rect);
- if (!FLAGS_disable_framebuffer_readback) {
- // std::memset(ptr, 0xDE,
- // copy_dest_pitch * copy_dest_height * (read_size / 8));
- // glReadPixels(0, 0, copy_dest_pitch, copy_dest_height, read_format,
- // read_type, ptr);
- }
- } else {
- // Source from the bound depth/stencil target.
- // TODO(benvanik): RAW copy.
- texture_cache_.CopyTexture(
- blitter, copy_dest_base, dest_logical_width, dest_logical_height,
- dest_block_width, dest_block_height, src_format,
- copy_dest_swap ? true : false, depth_target, src_rect, dest_rect);
- if (!FLAGS_disable_framebuffer_readback) {
- // std::memset(ptr, 0xDE,
- // copy_dest_pitch * copy_dest_height * (read_size / 8));
- // glReadPixels(0, 0, copy_dest_pitch, copy_dest_height,
- // GL_DEPTH_STENCIL, read_type, ptr);
- }
- }
- break;
- }
- case CopyCommand::kConvert: {
- if (copy_src_select <= 3) {
- // Source from a bound render target.
- // Either copy the readbuffer into an existing texture or create a new
- // one in the cache so we can service future upload requests.
- last_framebuffer_texture_ = texture_cache_.ConvertTexture(
- blitter, copy_dest_base, dest_logical_width, dest_logical_height,
- dest_block_width, dest_block_height,
- ColorFormatToTextureFormat(copy_dest_format),
- copy_dest_swap ? true : false, color_targets[copy_src_select],
- src_rect, dest_rect);
- if (!FLAGS_disable_framebuffer_readback) {
- // std::memset(ptr, 0xDE,
- // copy_dest_pitch * copy_dest_height * (read_size / 8));
- // glReadPixels(0, 0, copy_dest_pitch, copy_dest_height, read_format,
- // read_type, ptr);
- }
- } else {
- // Source from the bound depth/stencil target.
- texture_cache_.ConvertTexture(
- blitter, copy_dest_base, dest_logical_width, dest_logical_height,
- dest_block_width, dest_block_height, src_format,
- copy_dest_swap ? true : false, depth_target, src_rect, dest_rect);
- if (!FLAGS_disable_framebuffer_readback) {
- // std::memset(ptr, 0xDE,
- // copy_dest_pitch * copy_dest_height * (read_size / 8));
- // glReadPixels(0, 0, copy_dest_pitch, copy_dest_height,
- // GL_DEPTH_STENCIL, read_type, ptr);
- }
- }
- break;
- }
- case CopyCommand::kConstantOne:
- case CopyCommand::kNull:
- default:
- // assert_unhandled_case(copy_command);
- return false;
- }
-
- // Perform any requested clears.
- uint32_t copy_depth_clear = regs[XE_GPU_REG_RB_DEPTH_CLEAR].u32;
- uint32_t copy_color_clear = regs[XE_GPU_REG_RB_COLOR_CLEAR].u32;
- uint32_t copy_color_clear_low = regs[XE_GPU_REG_RB_COLOR_CLEAR_LOW].u32;
- assert_true(copy_color_clear == copy_color_clear_low);
-
- if (color_clear_enabled) {
- // Clear the render target we selected for copy.
- assert_true(copy_src_select < 3);
- // TODO(benvanik): verify color order.
- float color[] = {(copy_color_clear & 0xFF) / 255.0f,
- ((copy_color_clear >> 8) & 0xFF) / 255.0f,
- ((copy_color_clear >> 16) & 0xFF) / 255.0f,
- ((copy_color_clear >> 24) & 0xFF) / 255.0f};
- // TODO(benvanik): remove query.
- GLboolean old_color_mask[4];
- glGetBooleani_v(GL_COLOR_WRITEMASK, copy_src_select, old_color_mask);
- glColorMaski(copy_src_select, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glClearNamedFramebufferfv(source_framebuffer->framebuffer, GL_COLOR,
- copy_src_select, color);
- glColorMaski(copy_src_select, old_color_mask[0], old_color_mask[1],
- old_color_mask[2], old_color_mask[3]);
- }
-
- if (depth_clear_enabled && depth_target != kAnyTarget) {
- // Clear the current depth buffer.
- // TODO(benvanik): verify format.
- GLfloat depth = {(copy_depth_clear & 0xFFFFFF00) /
- static_cast<float>(0xFFFFFF00)};
- GLint stencil = copy_depth_clear & 0xFF;
- GLint old_draw_framebuffer;
- GLboolean old_depth_mask;
- GLint old_stencil_mask;
- glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_framebuffer);
- glGetBooleanv(GL_DEPTH_WRITEMASK, &old_depth_mask);
- glGetIntegerv(GL_STENCIL_WRITEMASK, &old_stencil_mask);
- glDepthMask(GL_TRUE);
- glStencilMask(0xFF);
- // HACK: this should work, but throws INVALID_ENUM on nvidia drivers.
- // GLEW signature differs from OpenGL docs?
- // glClearNamedFramebufferfi(source_framebuffer->framebuffer,
- // GL_DEPTH_STENCIL, depth, stencil);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, source_framebuffer->framebuffer);
- glClearBufferfi(GL_DEPTH_STENCIL, 0, depth, stencil);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_framebuffer);
- glDepthMask(old_depth_mask);
- glStencilMask(old_stencil_mask);
- }
-
- return true;
-}
-
-GLuint GL4CommandProcessor::GetColorRenderTarget(
- uint32_t pitch, MsaaSamples samples, uint32_t base,
- ColorRenderTargetFormat format) {
- // Because we don't know the height of anything, we allocate at full res.
- // At 2560x2560, it's impossible for EDRAM to fit anymore.
- uint32_t width = 2560;
- uint32_t height = 2560;
-
- // NOTE: we strip gamma formats down to normal ones.
- if (format == ColorRenderTargetFormat::k_8_8_8_8_GAMMA) {
- format = ColorRenderTargetFormat::k_8_8_8_8;
- }
-
- GLenum internal_format;
- switch (format) {
- case ColorRenderTargetFormat::k_8_8_8_8:
- case ColorRenderTargetFormat::k_8_8_8_8_GAMMA:
- internal_format = GL_RGBA8;
- break;
- case ColorRenderTargetFormat::k_2_10_10_10:
- case ColorRenderTargetFormat::k_2_10_10_10_unknown:
- internal_format = GL_RGB10_A2UI;
- break;
- case ColorRenderTargetFormat::k_2_10_10_10_FLOAT:
- case ColorRenderTargetFormat::k_2_10_10_10_FLOAT_unknown:
- internal_format = GL_RGB10_A2;
- break;
- case ColorRenderTargetFormat::k_16_16:
- internal_format = GL_RG16;
- break;
- case ColorRenderTargetFormat::k_16_16_FLOAT:
- internal_format = GL_RG16F;
- break;
- case ColorRenderTargetFormat::k_16_16_16_16:
- internal_format = GL_RGBA16;
- break;
- case ColorRenderTargetFormat::k_16_16_16_16_FLOAT:
- internal_format = GL_RGBA16F;
- break;
- case ColorRenderTargetFormat::k_32_FLOAT:
- internal_format = GL_R32F;
- break;
- case ColorRenderTargetFormat::k_32_32_FLOAT:
- internal_format = GL_RG32F;
- break;
- default:
- assert_unhandled_case(format);
- return 0;
- }
-
- for (auto it = cached_color_render_targets_.begin();
- it != cached_color_render_targets_.end(); ++it) {
- if (it->base == base && it->width == width && it->height == height &&
- it->internal_format == internal_format) {
- return it->texture;
- }
- }
- cached_color_render_targets_.push_back(CachedColorRenderTarget());
- auto cached = &cached_color_render_targets_.back();
- cached->base = base;
- cached->width = width;
- cached->height = height;
- cached->format = format;
- cached->internal_format = internal_format;
-
- glCreateTextures(GL_TEXTURE_2D, 1, &cached->texture);
- glTextureStorage2D(cached->texture, 1, internal_format, width, height);
-
- return cached->texture;
-}
-
-GLuint GL4CommandProcessor::GetDepthRenderTarget(
- uint32_t pitch, MsaaSamples samples, uint32_t base,
- DepthRenderTargetFormat format) {
- uint32_t width = 2560;
- uint32_t height = 2560;
-
- GLenum internal_format;
- switch (format) {
- case DepthRenderTargetFormat::kD24S8:
- internal_format = GL_DEPTH24_STENCIL8;
- break;
- case DepthRenderTargetFormat::kD24FS8:
- // TODO(benvanik): not supported in GL?
- internal_format = GL_DEPTH24_STENCIL8;
- break;
- default:
- assert_unhandled_case(format);
- return 0;
- }
-
- for (auto it = cached_depth_render_targets_.begin();
- it != cached_depth_render_targets_.end(); ++it) {
- if (it->base == base && it->width == width && it->height == height &&
- it->format == format) {
- return it->texture;
- }
- }
- cached_depth_render_targets_.push_back(CachedDepthRenderTarget());
- auto cached = &cached_depth_render_targets_.back();
- cached->base = base;
- cached->width = width;
- cached->height = height;
- cached->format = format;
- cached->internal_format = internal_format;
-
- glCreateTextures(GL_TEXTURE_2D, 1, &cached->texture);
- glTextureStorage2D(cached->texture, 1, internal_format, width, height);
-
- return cached->texture;
-}
-
-GL4CommandProcessor::CachedFramebuffer* GL4CommandProcessor::GetFramebuffer(
- GLuint color_targets[4], GLuint depth_target) {
- for (auto it = cached_framebuffers_.begin(); it != cached_framebuffers_.end();
- ++it) {
- if ((depth_target == kAnyTarget || it->depth_target == depth_target) &&
- (color_targets[0] == kAnyTarget ||
- it->color_targets[0] == color_targets[0]) &&
- (color_targets[1] == kAnyTarget ||
- it->color_targets[1] == color_targets[1]) &&
- (color_targets[2] == kAnyTarget ||
- it->color_targets[2] == color_targets[2]) &&
- (color_targets[3] == kAnyTarget ||
- it->color_targets[3] == color_targets[3])) {
- return &*it;
- }
- }
-
- GLuint real_color_targets[4];
- bool any_set = false;
- for (int i = 0; i < 4; ++i) {
- if (color_targets[i] == kAnyTarget) {
- real_color_targets[i] = 0;
- } else {
- any_set = true;
- real_color_targets[i] = color_targets[i];
- }
- }
- GLuint real_depth_target;
- if (depth_target == kAnyTarget) {
- real_depth_target = 0;
- } else {
- any_set = true;
- real_depth_target = depth_target;
- }
- if (!any_set) {
- // No framebuffer required.
- return nullptr;
- }
-
- cached_framebuffers_.push_back(CachedFramebuffer());
- auto cached = &cached_framebuffers_.back();
- glCreateFramebuffers(1, &cached->framebuffer);
- for (int i = 0; i < 4; ++i) {
- cached->color_targets[i] = real_color_targets[i];
- glNamedFramebufferTexture(cached->framebuffer, GL_COLOR_ATTACHMENT0 + i,
- real_color_targets[i], 0);
- }
- cached->depth_target = real_depth_target;
- glNamedFramebufferTexture(cached->framebuffer, GL_DEPTH_STENCIL_ATTACHMENT,
- real_depth_target, 0);
-
- return cached;
-}
-
-} // namespace gl4
-} // namespace gpu
-} // namespace xe
diff --git a/src/xenia/gpu/gl4/gl4_command_processor.h b/src/xenia/gpu/gl4/gl4_command_processor.h
deleted file mode 100644
index e3f45c9eb..000000000
--- a/src/xenia/gpu/gl4/gl4_command_processor.h
+++ /dev/null
@@ -1,237 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#ifndef XENIA_GPU_GL4_GL4_COMMAND_PROCESSOR_H_
-#define XENIA_GPU_GL4_GL4_COMMAND_PROCESSOR_H_
-
-#include <atomic>
-#include <cstring>
-#include <functional>
-#include <memory>
-#include <mutex>
-#include <queue>
-#include <string>
-#include <unordered_map>
-#include <vector>
-
-#include "xenia/base/threading.h"
-#include "xenia/gpu/command_processor.h"
-#include "xenia/gpu/gl4/draw_batcher.h"
-#include "xenia/gpu/gl4/gl4_shader.h"
-#include "xenia/gpu/gl4/gl4_shader_cache.h"
-#include "xenia/gpu/gl4/texture_cache.h"
-#include "xenia/gpu/glsl_shader_translator.h"
-#include "xenia/gpu/register_file.h"
-#include "xenia/gpu/xenos.h"
-#include "xenia/kernel/xthread.h"
-#include "xenia/memory.h"
-#include "xenia/ui/gl/circular_buffer.h"
-#include "xenia/ui/gl/gl_context.h"
-
-namespace xe {
-namespace gpu {
-namespace gl4 {
-
-class GL4GraphicsSystem;
-
-class GL4CommandProcessor : public CommandProcessor {
- public:
- GL4CommandProcessor(GL4GraphicsSystem* graphics_system,
- kernel::KernelState* kernel_state);
- ~GL4CommandProcessor() override;
-
- void ClearCaches() override;
-
- // HACK: for debugging; would be good to have this in a base type.
- TextureCache* texture_cache() { return &texture_cache_; }
- DrawBatcher* draw_batcher() { return &draw_batcher_; }
-
- GLuint GetColorRenderTarget(uint32_t pitch, MsaaSamples samples,
- uint32_t base, ColorRenderTargetFormat format);
- GLuint GetDepthRenderTarget(uint32_t pitch, MsaaSamples samples,
- uint32_t base, DepthRenderTargetFormat format);
-
- private:
- enum class UpdateStatus {
- kCompatible,
- kMismatch,
- kError,
- };
-
- struct CachedFramebuffer {
- GLuint color_targets[4];
- GLuint depth_target;
- GLuint framebuffer;
- };
- struct CachedColorRenderTarget {
- uint32_t base;
- uint32_t width;
- uint32_t height;
- ColorRenderTargetFormat format;
- GLenum internal_format;
- GLuint texture;
- };
- struct CachedDepthRenderTarget {
- uint32_t base;
- uint32_t width;
- uint32_t height;
- DepthRenderTargetFormat format;
- GLenum internal_format;
- GLuint texture;
- };
- struct CachedPipeline {
- CachedPipeline();
- ~CachedPipeline();
- GLuint vertex_program;
- GLuint fragment_program;
- struct {
- GLuint default_pipeline;
- GLuint point_list_pipeline;
- GLuint rect_list_pipeline;
- GLuint quad_list_pipeline;
- GLuint line_quad_list_pipeline;
- // TODO(benvanik): others with geometry shaders.
- } handles;
- };
-
- bool SetupContext() override;
- void ShutdownContext() override;
- GLuint CreateGeometryProgram(const std::string& source);
-
- void MakeCoherent() override;
- void PrepareForWait() override;
- void ReturnFromWait() override;
-
- void PerformSwap(uint32_t frontbuffer_ptr, uint32_t frontbuffer_width,
- uint32_t frontbuffer_height) override;
-
- Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
- const uint32_t* host_address,
- uint32_t dword_count) override;
-
- bool IssueDraw(PrimitiveType prim_type, uint32_t index_count,
- IndexBufferInfo* index_buffer_info) override;
- UpdateStatus UpdateShaders(PrimitiveType prim_type);
- UpdateStatus UpdateRenderTargets();
- UpdateStatus UpdateState(PrimitiveType prim_type);
- UpdateStatus UpdateViewportState();
- UpdateStatus UpdateRasterizerState(PrimitiveType prim_type);
- UpdateStatus UpdateBlendState();
- UpdateStatus UpdateDepthStencilState();
- UpdateStatus PopulateIndexBuffer(IndexBufferInfo* index_buffer_info);
- UpdateStatus PopulateVertexBuffers();
- UpdateStatus PopulateSamplers();
- UpdateStatus PopulateSampler(const Shader::TextureBinding& texture_binding);
- bool IssueCopy() override;
-
- CachedFramebuffer* GetFramebuffer(GLuint color_targets[4],
- GLuint depth_target);
-
- GlslShaderTranslator shader_translator_;
- GL4ShaderCache shader_cache_;
- CachedFramebuffer* active_framebuffer_ = nullptr;
- GLuint last_framebuffer_texture_ = 0;
-
- std::vector<CachedFramebuffer> cached_framebuffers_;
- std::vector<CachedColorRenderTarget> cached_color_render_targets_;
- std::vector<CachedDepthRenderTarget> cached_depth_render_targets_;
- std::vector<std::unique_ptr<CachedPipeline>> all_pipelines_;
- std::unordered_map<uint64_t, CachedPipeline*> cached_pipelines_;
- GLuint point_list_geometry_program_ = 0;
- GLuint rect_list_geometry_program_ = 0;
- GLuint quad_list_geometry_program_ = 0;
- GLuint line_quad_list_geometry_program_ = 0;
-
- TextureCache texture_cache_;
-
- DrawBatcher draw_batcher_;
- xe::ui::gl::CircularBuffer scratch_buffer_;
-
- private:
- bool SetShadowRegister(uint32_t* dest, uint32_t register_name);
- bool SetShadowRegister(float* dest, uint32_t register_name);
- struct UpdateRenderTargetsRegisters {
- uint32_t rb_modecontrol;
- uint32_t rb_surface_info;
- uint32_t rb_color_info;
- uint32_t rb_color1_info;
- uint32_t rb_color2_info;
- uint32_t rb_color3_info;
- uint32_t rb_color_mask;
- uint32_t rb_depthcontrol;
- uint32_t rb_stencilrefmask;
- uint32_t rb_depth_info;
-
- UpdateRenderTargetsRegisters() { Reset(); }
- void Reset() { std::memset(this, 0, sizeof(*this)); }
- } update_render_targets_regs_;
- struct UpdateViewportStateRegisters {
- // uint32_t pa_cl_clip_cntl;
- uint32_t rb_surface_info;
- uint32_t pa_cl_vte_cntl;
- uint32_t pa_su_sc_mode_cntl;
- uint32_t pa_sc_window_offset;
- uint32_t pa_sc_window_scissor_tl;
- uint32_t pa_sc_window_scissor_br;
- float pa_cl_vport_xoffset;
- float pa_cl_vport_yoffset;
- float pa_cl_vport_zoffset;
- float pa_cl_vport_xscale;
- float pa_cl_vport_yscale;
- float pa_cl_vport_zscale;
-
- UpdateViewportStateRegisters() { Reset(); }
- void Reset() { std::memset(this, 0, sizeof(*this)); }
- } update_viewport_state_regs_;
- struct UpdateRasterizerStateRegisters {
- uint32_t pa_su_sc_mode_cntl;
- uint32_t pa_sc_screen_scissor_tl;
- uint32_t pa_sc_screen_scissor_br;
- uint32_t multi_prim_ib_reset_index;
- uint32_t pa_sc_viz_query;
- PrimitiveType prim_type;
-
- UpdateRasterizerStateRegisters() { Reset(); }
- void Reset() { std::memset(this, 0, sizeof(*this)); }
- } update_rasterizer_state_regs_;
- struct UpdateBlendStateRegisters {
- uint32_t rb_blendcontrol[4];
- float rb_blend_rgba[4];
-
- UpdateBlendStateRegisters() { Reset(); }
- void Reset() { std::memset(this, 0, sizeof(*this)); }
- } update_blend_state_regs_;
- struct UpdateDepthStencilStateRegisters {
- uint32_t rb_depthcontrol;
- uint32_t rb_stencilrefmask;
-
- UpdateDepthStencilStateRegisters() { Reset(); }
- void Reset() { std::memset(this, 0, sizeof(*this)); }
- } update_depth_stencil_state_regs_;
- struct UpdateShadersRegisters {
- PrimitiveType prim_type;
- uint32_t pa_su_sc_mode_cntl;
- uint32_t sq_program_cntl;
- uint32_t sq_context_misc;
- GL4Shader* vertex_shader;
- GL4Shader* pixel_shader;
-
- UpdateShadersRegisters() { Reset(); }
- void Reset() {
- sq_program_cntl = 0;
- vertex_shader = pixel_shader = nullptr;
- }
- } update_shaders_regs_;
-};
-
-} // namespace gl4
-} // namespace gpu
-} // namespace xe
-
-#endif // XENIA_GPU_GL4_GL4_COMMAND_PROCESSOR_H_
diff --git a/src/xenia/gpu/gl4/gl4_gpu_flags.cc b/src/xenia/gpu/gl4/gl4_gpu_flags.cc
deleted file mode 100644
index 3844bfc95..000000000
--- a/src/xenia/gpu/gl4/gl4_gpu_flags.cc
+++ /dev/null
@@ -1,17 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#include "xenia/gpu/gl4/gl4_gpu_flags.h"
-
-DEFINE_bool(disable_framebuffer_readback, false,
- "Disable framebuffer readback.");
-DEFINE_bool(disable_textures, false, "Disable textures and use colors only.");
-DEFINE_string(shader_cache_dir, "",
- "GL4 Shader cache directory (relative to Xenia). Specify an "
- "empty string to disable the cache.");
diff --git a/src/xenia/gpu/gl4/gl4_gpu_flags.h b/src/xenia/gpu/gl4/gl4_gpu_flags.h
deleted file mode 100644
index 9f68287f9..000000000
--- a/src/xenia/gpu/gl4/gl4_gpu_flags.h
+++ /dev/null
@@ -1,21 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2013 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#ifndef XENIA_GPU_GL4_GL4_GPU_FLAGS_H_
-#define XENIA_GPU_GL4_GL4_GPU_FLAGS_H_
-
-#include <gflags/gflags.h>
-
-DECLARE_bool(disable_framebuffer_readback);
-DECLARE_bool(disable_textures);
-DECLARE_string(shader_cache_dir);
-
-#define FINE_GRAINED_DRAW_SCOPES 0
-
-#endif // XENIA_GPU_GL4_GL4_GPU_FLAGS_H_
diff --git a/src/xenia/gpu/gl4/gl4_graphics_system.cc b/src/xenia/gpu/gl4/gl4_graphics_system.cc
deleted file mode 100644
index efca2fa08..000000000
--- a/src/xenia/gpu/gl4/gl4_graphics_system.cc
+++ /dev/null
@@ -1,86 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#include "xenia/gpu/gl4/gl4_graphics_system.h"
-
-#include <algorithm>
-#include <cstring>
-
-#include "xenia/base/logging.h"
-#include "xenia/base/profiling.h"
-#include "xenia/cpu/processor.h"
-#include "xenia/gpu/gl4/gl4_command_processor.h"
-#include "xenia/gpu/gl4/gl4_gpu_flags.h"
-#include "xenia/gpu/gpu_flags.h"
-#include "xenia/ui/gl/gl_provider.h"
-#include "xenia/ui/window.h"
-
-namespace xe {
-namespace gpu {
-namespace gl4 {
-
-GL4GraphicsSystem::GL4GraphicsSystem() = default;
-
-GL4GraphicsSystem::~GL4GraphicsSystem() = default;
-
-X_STATUS GL4GraphicsSystem::Setup(cpu::Processor* processor,
- kernel::KernelState* kernel_state,
- ui::Window* target_window) {
- // Must create the provider so we can create contexts.
- provider_ = xe::ui::gl::GLProvider::Create(target_window);
-
- auto result = GraphicsSystem::Setup(processor, kernel_state, target_window);
- if (result) {
- return result;
- }
-
- display_context_ =
- reinterpret_cast<xe::ui::gl::GLContext*>(target_window->context());
-
- return X_STATUS_SUCCESS;
-}
-
-void GL4GraphicsSystem::Shutdown() { GraphicsSystem::Shutdown(); }
-
-std::unique_ptr<CommandProcessor> GL4GraphicsSystem::CreateCommandProcessor() {
- return std::unique_ptr<CommandProcessor>(
- new GL4CommandProcessor(this, kernel_state_));
-}
-
-void GL4GraphicsSystem::Swap(xe::ui::UIEvent* e) {
- if (!command_processor_) {
- return;
- }
- // Check for pending swap.
- auto& swap_state = command_processor_->swap_state();
- {
- std::lock_guard<std::mutex> lock(swap_state.mutex);
- if (swap_state.pending) {
- swap_state.pending = false;
- std::swap(swap_state.front_buffer_texture,
- swap_state.back_buffer_texture);
- }
- }
-
- if (!swap_state.front_buffer_texture) {
- // Not yet ready.
- return;
- }
-
- // Blit the frontbuffer.
- display_context_->blitter()->BlitTexture2D(
- static_cast<GLuint>(swap_state.front_buffer_texture),
- Rect2D(0, 0, swap_state.width, swap_state.height),
- Rect2D(0, 0, target_window_->width(), target_window_->height()),
- GL_LINEAR, false);
-}
-
-} // namespace gl4
-} // namespace gpu
-} // namespace xe
diff --git a/src/xenia/gpu/gl4/gl4_graphics_system.h b/src/xenia/gpu/gl4/gl4_graphics_system.h
deleted file mode 100644
index 9644db075..000000000
--- a/src/xenia/gpu/gl4/gl4_graphics_system.h
+++ /dev/null
@@ -1,45 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#ifndef XENIA_GPU_GL4_GL4_GRAPHICS_SYSTEM_H_
-#define XENIA_GPU_GL4_GL4_GRAPHICS_SYSTEM_H_
-
-#include <memory>
-
-#include "xenia/gpu/graphics_system.h"
-#include "xenia/ui/gl/gl_context.h"
-
-namespace xe {
-namespace gpu {
-namespace gl4 {
-
-class GL4GraphicsSystem : public GraphicsSystem {
- public:
- GL4GraphicsSystem();
- ~GL4GraphicsSystem() override;
-
- std::wstring name() const override { return L"GL4"; }
-
- X_STATUS Setup(cpu::Processor* processor, kernel::KernelState* kernel_state,
- ui::Window* target_window) override;
- void Shutdown() override;
-
- private:
- std::unique_ptr<CommandProcessor> CreateCommandProcessor() override;
-
- void Swap(xe::ui::UIEvent* e) override;
-
- xe::ui::gl::GLContext* display_context_ = nullptr;
-};
-
-} // namespace gl4
-} // namespace gpu
-} // namespace xe
-
-#endif // XENIA_GPU_GL4_GL4_GRAPHICS_SYSTEM_H_
diff --git a/src/xenia/gpu/gl4/gl4_shader.cc b/src/xenia/gpu/gl4/gl4_shader.cc
deleted file mode 100644
index 7f34b1957..000000000
--- a/src/xenia/gpu/gl4/gl4_shader.cc
+++ /dev/null
@@ -1,298 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#include "xenia/gpu/gl4/gl4_shader.h"
-
-#include "xenia/base/logging.h"
-#include "xenia/base/math.h"
-
-namespace xe {
-namespace gpu {
-namespace gl4 {
-
-GL4Shader::GL4Shader(ShaderType shader_type, uint64_t data_hash,
- const uint32_t* dword_ptr, uint32_t dword_count)
- : Shader(shader_type, data_hash, dword_ptr, dword_count) {}
-
-GL4Shader::~GL4Shader() {
- glDeleteProgram(program_);
- glDeleteVertexArrays(1, &vao_);
-}
-
-bool GL4Shader::Prepare() {
- // Build static vertex array descriptor.
- if (!PrepareVertexArrayObject()) {
- XELOGE("Unable to prepare vertex shader array object");
- return false;
- }
-
- bool success = true;
- if (!CompileShader()) {
- host_error_log_ = GetShaderInfoLog();
- success = false;
- }
- if (success && !LinkProgram()) {
- host_error_log_ = GetProgramInfoLog();
- success = false;
- }
-
- if (success) {
- host_binary_ = GetBinary();
- host_disassembly_ = GetHostDisasmNV(host_binary_);
- }
- is_valid_ = success;
-
- return success;
-}
-
-bool GL4Shader::LoadFromBinary(const uint8_t* blob, GLenum binary_format,
- size_t length) {
- program_ = glCreateProgram();
- glProgramBinary(program_, binary_format, blob, GLsizei(length));
-
- GLint link_status = 0;
- glGetProgramiv(program_, GL_LINK_STATUS, &link_status);
- if (!link_status) {
- // Failed to link. Not fatal - just clean up so we can get generated later.
- XELOGD("GL4Shader::LoadFromBinary failed. Log:\n%s",
- GetProgramInfoLog().c_str());
- glDeleteProgram(program_);
- program_ = 0;
-
- return false;
- }
-
- // Build static vertex array descriptor.
- if (!PrepareVertexArrayObject()) {
- XELOGE("Unable to prepare vertex shader array object");
- return false;
- }
-
- // Success!
- host_binary_ = GetBinary();
- host_disassembly_ = GetHostDisasmNV(host_binary_);
-
- is_valid_ = true;
- return true;
-}
-
-bool GL4Shader::PrepareVertexArrayObject() {
- glCreateVertexArrays(1, &vao_);
-
- for (const auto& vertex_binding : vertex_bindings()) {
- for (const auto& attrib : vertex_binding.attributes) {
- auto comp_count = GetVertexFormatComponentCount(
- attrib.fetch_instr.attributes.data_format);
- GLenum comp_type = 0;
- bool is_signed = attrib.fetch_instr.attributes.is_signed;
- switch (attrib.fetch_instr.attributes.data_format) {
- case VertexFormat::k_8_8_8_8:
- comp_type = is_signed ? GL_BYTE : GL_UNSIGNED_BYTE;
- break;
- case VertexFormat::k_2_10_10_10:
- comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
- comp_count = 1;
- break;
- case VertexFormat::k_10_11_11:
- comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
- comp_count = 1;
- break;
- case VertexFormat::k_11_11_10:
- assert_true(is_signed);
- comp_type = is_signed ? GL_R11F_G11F_B10F : 0;
- break;
- case VertexFormat::k_16_16:
- comp_type = is_signed ? GL_SHORT : GL_UNSIGNED_SHORT;
- break;
- case VertexFormat::k_16_16_FLOAT:
- comp_type = GL_HALF_FLOAT;
- break;
- case VertexFormat::k_16_16_16_16:
- comp_type = is_signed ? GL_SHORT : GL_UNSIGNED_SHORT;
- break;
- case VertexFormat::k_16_16_16_16_FLOAT:
- comp_type = GL_HALF_FLOAT;
- break;
- case VertexFormat::k_32:
- comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
- break;
- case VertexFormat::k_32_32:
- comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
- break;
- case VertexFormat::k_32_32_32_32:
- comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
- break;
- case VertexFormat::k_32_FLOAT:
- comp_type = GL_FLOAT;
- break;
- case VertexFormat::k_32_32_FLOAT:
- comp_type = GL_FLOAT;
- break;
- case VertexFormat::k_32_32_32_FLOAT:
- comp_type = GL_FLOAT;
- break;
- case VertexFormat::k_32_32_32_32_FLOAT:
- comp_type = GL_FLOAT;
- break;
- default:
- assert_unhandled_case(attrib.fetch_instr.attributes.data_format);
- return false;
- }
-
- glEnableVertexArrayAttrib(vao_, attrib.attrib_index);
- glVertexArrayAttribBinding(vao_, attrib.attrib_index,
- vertex_binding.binding_index);
- glVertexArrayAttribFormat(vao_, attrib.attrib_index, comp_count,
- comp_type,
- !attrib.fetch_instr.attributes.is_integer,
- attrib.fetch_instr.attributes.offset * 4);
- }
- }
-
- return true;
-}
-
-bool GL4Shader::CompileShader() {
- assert_zero(program_);
-
- shader_ =
- glCreateShader(shader_type_ == ShaderType::kVertex ? GL_VERTEX_SHADER
- : GL_FRAGMENT_SHADER);
- if (!shader_) {
- XELOGE("OpenGL could not create a shader object!");
- return false;
- }
-
- auto source_str = GetTranslatedBinaryString();
- auto source_str_ptr = source_str.c_str();
- GLint source_length = GLint(source_str.length());
- glShaderSource(shader_, 1, &source_str_ptr, &source_length);
- glCompileShader(shader_);
-
- GLint status = 0;
- glGetShaderiv(shader_, GL_COMPILE_STATUS, &status);
-
- return status == GL_TRUE;
-}
-
-bool GL4Shader::LinkProgram() {
- program_ = glCreateProgram();
- if (!program_) {
- XELOGE("OpenGL could not create a shader program!");
- return false;
- }
-
- glAttachShader(program_, shader_);
-
- // Enable TFB
- if (shader_type_ == ShaderType::kVertex) {
- const GLchar* feedbackVaryings = "gl_Position";
- glTransformFeedbackVaryings(program_, 1, &feedbackVaryings,
- GL_SEPARATE_ATTRIBS);
- }
-
- glProgramParameteri(program_, GL_PROGRAM_SEPARABLE, GL_TRUE);
- glLinkProgram(program_);
-
- GLint link_status = 0;
- glGetProgramiv(program_, GL_LINK_STATUS, &link_status);
- if (!link_status) {
- assert_always("Unable to link generated shader");
- return false;
- }
-
- return true;
-}
-
-std::string GL4Shader::GetShaderInfoLog() {
- if (!shader_) {
- return "GL4Shader::GetShaderInfoLog(): Program is NULL";
- }
-
- std::string log;
- GLint log_length = 0;
- glGetShaderiv(shader_, GL_INFO_LOG_LENGTH, &log_length);
- if (log_length > 0) {
- log.resize(log_length - 1);
- glGetShaderInfoLog(shader_, log_length, &log_length, &log[0]);
- }
-
- return log;
-}
-
-std::string GL4Shader::GetProgramInfoLog() {
- if (!program_) {
- return "GL4Shader::GetProgramInfoLog(): Program is NULL";
- }
-
- std::string log;
- GLint log_length = 0;
- glGetProgramiv(program_, GL_INFO_LOG_LENGTH, &log_length);
- if (log_length > 0) {
- log.resize(log_length - 1);
- glGetProgramInfoLog(program_, log_length, &log_length, &log[0]);
- }
-
- return log;
-}
-
-std::vector<uint8_t> GL4Shader::GetBinary(GLenum* binary_format) {
- std::vector<uint8_t> binary;
-
- // Get program binary, if it's available.
- GLint binary_length = 0;
- glGetProgramiv(program_, GL_PROGRAM_BINARY_LENGTH, &binary_length);
- if (binary_length) {
- binary.resize(binary_length);
- GLenum binary_format_tmp = 0;
- glGetProgramBinary(program_, binary_length, &binary_length,
- &binary_format_tmp, binary.data());
-
- if (binary_format) {
- *binary_format = binary_format_tmp;
- }
- }
-
- return binary;
-}
-
-std::string GL4Shader::GetHostDisasmNV(const std::vector<uint8_t>& binary) {
- // If we are on nvidia, we can find the disassembly string.
- // I haven't been able to figure out from the format how to do this
- // without a search like this.
- std::string disasm;
-
- const char* disasm_start = nullptr;
- size_t search_offset = 0;
- const char* search_start = reinterpret_cast<const char*>(binary.data());
- while (true) {
- auto p = reinterpret_cast<const char*>(memchr(
- binary.data() + search_offset, '!', binary.size() - search_offset));
- if (!p) {
- break;
- }
- if (p[0] == '!' && p[1] == '!' && p[2] == 'N' && p[3] == 'V') {
- disasm_start = p;
- break;
- }
- search_offset = p - search_start;
- ++search_offset;
- }
- if (disasm_start) {
- disasm = std::string(disasm_start);
- } else {
- disasm = std::string("Shader disassembly not available.");
- }
-
- return disasm;
-}
-
-} // namespace gl4
-} // namespace gpu
-} // namespace xe
diff --git a/src/xenia/gpu/gl4/gl4_shader.h b/src/xenia/gpu/gl4/gl4_shader.h
deleted file mode 100644
index 1f884ebf2..000000000
--- a/src/xenia/gpu/gl4/gl4_shader.h
+++ /dev/null
@@ -1,54 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#ifndef XENIA_GPU_GL4_GL4_SHADER_H_
-#define XENIA_GPU_GL4_GL4_SHADER_H_
-
-#include <string>
-
-#include "xenia/gpu/shader.h"
-#include "xenia/ui/gl/gl_context.h"
-
-namespace xe {
-namespace gpu {
-namespace gl4 {
-
-class GL4Shader : public Shader {
- public:
- GL4Shader(ShaderType shader_type, uint64_t data_hash,
- const uint32_t* dword_ptr, uint32_t dword_count);
- ~GL4Shader() override;
-
- GLuint program() const { return program_; }
- GLuint shader() const { return shader_; }
- GLuint vao() const { return vao_; }
-
- bool Prepare();
- bool LoadFromBinary(const uint8_t* blob, GLenum binary_format, size_t length);
- std::vector<uint8_t> GetBinary(GLenum* binary_format = nullptr);
-
- protected:
- bool PrepareVertexArrayObject();
- bool CompileShader();
- bool LinkProgram();
-
- std::string GetShaderInfoLog();
- std::string GetProgramInfoLog();
- static std::string GetHostDisasmNV(const std::vector<uint8_t>& binary);
-
- GLuint program_ = 0;
- GLuint shader_ = 0;
- GLuint vao_ = 0;
-};
-
-} // namespace gl4
-} // namespace gpu
-} // namespace xe
-
-#endif // XENIA_GPU_GL4_GL4_SHADER_H_
diff --git a/src/xenia/gpu/gl4/gl4_shader_cache.cc b/src/xenia/gpu/gl4/gl4_shader_cache.cc
deleted file mode 100644
index 714de3e1d..000000000
--- a/src/xenia/gpu/gl4/gl4_shader_cache.cc
+++ /dev/null
@@ -1,187 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2016 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#include "xenia/gpu/gl4/gl4_shader_cache.h"
-
-#include <cinttypes>
-
-#include "xenia/base/filesystem.h"
-#include "xenia/base/logging.h"
-#include "xenia/base/mapped_memory.h"
-#include "xenia/gpu/gl4/gl4_gpu_flags.h"
-#include "xenia/gpu/gl4/gl4_shader.h"
-#include "xenia/gpu/glsl_shader_translator.h"
-#include "xenia/gpu/gpu_flags.h"
-
-#include "third_party/xxhash/xxhash.h"
-
-namespace xe {
-namespace gpu {
-namespace gl4 {
-
-GL4ShaderCache::GL4ShaderCache(GlslShaderTranslator* shader_translator)
- : shader_translator_(shader_translator) {}
-
-GL4ShaderCache::~GL4ShaderCache() {}
-
-void GL4ShaderCache::Reset() {
- shader_map_.clear();
- all_shaders_.clear();
-}
-
-GL4Shader* GL4ShaderCache::LookupOrInsertShader(ShaderType shader_type,
- const uint32_t* dwords,
- uint32_t dword_count) {
- // Hash the input memory and lookup the shader.
- GL4Shader* shader_ptr = nullptr;
- uint64_t hash = XXH64(dwords, dword_count * sizeof(uint32_t), 0);
- auto it = shader_map_.find(hash);
- if (it != shader_map_.end()) {
- // Shader has been previously loaded.
- // TODO(benvanik): compare bytes? Likelihood of collision is low.
- shader_ptr = it->second;
- } else {
- // Check filesystem cache.
- shader_ptr = FindCachedShader(shader_type, hash, dwords, dword_count);
- if (shader_ptr) {
- // Found!
- XELOGGPU("Loaded %s shader from cache (hash: %.16" PRIX64 ")",
- shader_type == ShaderType::kVertex ? "vertex" : "pixel", hash);
- return shader_ptr;
- }
-
- // Not found in cache - load from scratch.
- auto shader =
- std::make_unique<GL4Shader>(shader_type, hash, dwords, dword_count);
- shader_ptr = shader.get();
- shader_map_.insert({hash, shader_ptr});
- all_shaders_.emplace_back(std::move(shader));
-
- // Perform translation.
- // If this fails the shader will be marked as invalid and ignored later.
- if (shader_translator_->Translate(shader_ptr)) {
- shader_ptr->Prepare();
- if (shader_ptr->is_valid()) {
- CacheShader(shader_ptr);
-
- XELOGGPU("Generated %s shader at 0x%.16" PRIX64 " (%db):\n%s",
- shader_type == ShaderType::kVertex ? "vertex" : "pixel",
- dwords, dword_count * 4,
- shader_ptr->ucode_disassembly().c_str());
- }
-
- // Dump shader files if desired.
- if (!FLAGS_dump_shaders.empty()) {
- shader_ptr->Dump(FLAGS_dump_shaders, "gl4");
- }
- } else {
- XELOGE("Shader failed translation");
- }
- }
-
- return shader_ptr;
-}
-
-void GL4ShaderCache::CacheShader(GL4Shader* shader) {
- if (FLAGS_shader_cache_dir.empty()) {
- // Cache disabled.
- return;
- }
-
- GLenum binary_format = 0;
- auto binary = shader->GetBinary(&binary_format);
- if (binary.size() == 0) {
- // No binary returned.
- return;
- }
-
- auto cache_dir = xe::to_absolute_path(xe::to_wstring(FLAGS_shader_cache_dir));
- xe::filesystem::CreateFolder(cache_dir);
- auto filename =
- cache_dir + xe::format_string(
- L"%.16" PRIX64 ".%s", shader->ucode_data_hash(),
- shader->type() == ShaderType::kPixel ? L"frag" : L"vert");
- auto file = xe::filesystem::OpenFile(filename, "wb");
- if (!file) {
- // Not fatal, but not too good.
- return;
- }
-
- std::vector<uint8_t> cached_shader_mem;
- // Resize this vector to the final filesize (- 1 to account for dummy array
- // in CachedShader)
- cached_shader_mem.resize(sizeof(CachedShader) + binary.size() - 1);
- auto cached_shader =
- reinterpret_cast<CachedShader*>(cached_shader_mem.data());
- cached_shader->magic = xe::byte_swap('XSHD');
- cached_shader->version = 0; // TODO
- cached_shader->shader_type = uint8_t(shader->type());
- cached_shader->binary_len = uint32_t(binary.size());
- cached_shader->binary_format = binary_format;
- std::memcpy(cached_shader->binary, binary.data(), binary.size());
-
- fwrite(cached_shader_mem.data(), cached_shader_mem.size(), 1, file);
- fclose(file);
-}
-
-GL4Shader* GL4ShaderCache::FindCachedShader(ShaderType shader_type,
- uint64_t hash,
- const uint32_t* dwords,
- uint32_t dword_count) {
- if (FLAGS_shader_cache_dir.empty()) {
- // Cache disabled.
- return nullptr;
- }
-
- auto cache_dir = xe::to_absolute_path(xe::to_wstring(FLAGS_shader_cache_dir));
- auto filename =
- cache_dir +
- xe::format_string(L"%.16" PRIX64 ".%s", hash,
- shader_type == ShaderType::kPixel ? L"frag" : L"vert");
- if (!xe::filesystem::PathExists(filename)) {
- return nullptr;
- }
-
- // Shader is cached. Open it up.
- auto map = xe::MappedMemory::Open(filename, MappedMemory::Mode::kRead);
- if (!map) {
- // Should not fail
- assert_always();
- return nullptr;
- }
-
- auto cached_shader = reinterpret_cast<CachedShader*>(map->data());
- // TODO: Compare versions
- if (cached_shader->magic != xe::byte_swap('XSHD')) {
- return nullptr;
- }
-
- auto shader =
- std::make_unique<GL4Shader>(shader_type, hash, dwords, dword_count);
-
- // Gather the binding points.
- // TODO: Make Shader do this on construction.
- // TODO: Regenerate microcode disasm/etc on load.
- shader_translator_->GatherAllBindingInformation(shader.get());
- if (!shader->LoadFromBinary(cached_shader->binary,
- cached_shader->binary_format,
- cached_shader->binary_len)) {
- // Failed to load from binary.
- return nullptr;
- }
-
- auto shader_ptr = shader.get();
- shader_map_.insert({hash, shader_ptr});
- all_shaders_.emplace_back(std::move(shader));
- return shader_ptr;
-}
-
-} // namespace gl4
-} // namespace gpu
-} // namespace xe
diff --git a/src/xenia/gpu/gl4/gl4_shader_cache.h b/src/xenia/gpu/gl4/gl4_shader_cache.h
deleted file mode 100644
index 9c5c77cb2..000000000
--- a/src/xenia/gpu/gl4/gl4_shader_cache.h
+++ /dev/null
@@ -1,62 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2016 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#ifndef XENIA_GPU_GL4_SHADER_CACHE_H_
-#define XENIA_GPU_GL4_SHADER_CACHE_H_
-
-#include <cstdint>
-#include <cstring>
-#include <memory>
-#include <unordered_map>
-#include <vector>
-
-#include "xenia/gpu/xenos.h"
-
-namespace xe {
-namespace gpu {
-class GlslShaderTranslator;
-
-namespace gl4 {
-
-class GL4Shader;
-
-class GL4ShaderCache {
- public:
- GL4ShaderCache(GlslShaderTranslator* shader_translator);
- ~GL4ShaderCache();
-
- void Reset();
- GL4Shader* LookupOrInsertShader(ShaderType shader_type,
- const uint32_t* dwords, uint32_t dword_count);
-
- private:
- // Cached shader file format.
- struct CachedShader {
- uint32_t magic;
- uint32_t version; // Version of the shader translator used.
- uint8_t shader_type; // ShaderType enum
- uint32_t binary_len; // Code length
- uint32_t binary_format; // Binary format (from OpenGL)
- uint8_t binary[1]; // Code
- };
-
- void CacheShader(GL4Shader* shader);
- GL4Shader* FindCachedShader(ShaderType shader_type, uint64_t hash,
- const uint32_t* dwords, uint32_t dword_count);
-
- GlslShaderTranslator* shader_translator_ = nullptr;
- std::vector<std::unique_ptr<GL4Shader>> all_shaders_;
- std::unordered_map<uint64_t, GL4Shader*> shader_map_;
-};
-
-} // namespace gl4
-} // namespace gpu
-} // namespace xe
-
-#endif // XENIA_GPU_GL4_SHADER_CACHE_H_
diff --git a/src/xenia/gpu/gl4/gl4_trace_viewer_main.cc b/src/xenia/gpu/gl4/gl4_trace_viewer_main.cc
deleted file mode 100644
index c7d24001c..000000000
--- a/src/xenia/gpu/gl4/gl4_trace_viewer_main.cc
+++ /dev/null
@@ -1,109 +0,0 @@
-/**
- ******************************************************************************
- * 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/base/logging.h"
-#include "xenia/base/main.h"
-#include "xenia/gpu/gl4/gl4_command_processor.h"
-#include "xenia/gpu/gl4/gl4_graphics_system.h"
-#include "xenia/gpu/trace_viewer.h"
-
-namespace xe {
-namespace gpu {
-namespace gl4 {
-
-using namespace xe::gpu::xenos;
-
-class GL4TraceViewer : public TraceViewer {
- public:
- std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem() override {
- return std::unique_ptr<gpu::GraphicsSystem>(new GL4GraphicsSystem());
- }
-
- uintptr_t GetColorRenderTarget(uint32_t pitch, MsaaSamples samples,
- uint32_t base,
- ColorRenderTargetFormat format) override {
- auto command_processor = static_cast<GL4CommandProcessor*>(
- graphics_system_->command_processor());
- return command_processor->GetColorRenderTarget(pitch, samples, base,
- format);
- }
-
- uintptr_t GetDepthRenderTarget(uint32_t pitch, MsaaSamples samples,
- uint32_t base,
- DepthRenderTargetFormat format) override {
- auto command_processor = static_cast<GL4CommandProcessor*>(
- graphics_system_->command_processor());
- return command_processor->GetDepthRenderTarget(pitch, samples, base,
- format);
- }
-
- uintptr_t GetTextureEntry(const TextureInfo& texture_info,
- const SamplerInfo& sampler_info) override {
- auto command_processor = static_cast<GL4CommandProcessor*>(
- graphics_system_->command_processor());
-
- auto entry_view =
- command_processor->texture_cache()->Demand(texture_info, sampler_info);
- if (!entry_view) {
- return 0;
- }
- auto texture = entry_view->texture;
- return static_cast<uintptr_t>(texture->handle);
- }
-
- size_t QueryVSOutputSize() override {
- auto command_processor = static_cast<GL4CommandProcessor*>(
- graphics_system_->command_processor());
- auto draw_batcher = command_processor->draw_batcher();
-
- return draw_batcher->QueryTFBSize();
- }
-
- size_t QueryVSOutputElementSize() override {
- // vec4 always has 4 elements.
- return 4;
- }
-
- bool QueryVSOutput(void* buffer, size_t size) override {
- auto command_processor = static_cast<GL4CommandProcessor*>(
- graphics_system_->command_processor());
- auto draw_batcher = command_processor->draw_batcher();
-
- return draw_batcher->ReadbackTFB(buffer, size);
- }
-
- bool Setup() override {
- if (!TraceViewer::Setup()) {
- return false;
- }
-
- // Enable TFB
- auto command_processor = static_cast<GL4CommandProcessor*>(
- graphics_system_->command_processor());
- auto draw_batcher = command_processor->draw_batcher();
- draw_batcher->set_tfb_enabled(true);
-
- return true;
- }
-
- private:
-};
-
-int trace_viewer_main(const std::vector<std::wstring>& args) {
- GL4TraceViewer trace_viewer;
- return trace_viewer.Main(args);
-}
-
-} // namespace gl4
-} // namespace gpu
-} // namespace xe
-
-DEFINE_ENTRY_POINT(L"xenia-gpu-gl4-trace-viewer",
- L"xenia-gpu-gl4-trace-viewer some.trace",
- xe::gpu::gl4::trace_viewer_main);
diff --git a/src/xenia/gpu/gl4/premake5.lua b/src/xenia/gpu/gl4/premake5.lua
deleted file mode 100644
index 041ef8b2d..000000000
--- a/src/xenia/gpu/gl4/premake5.lua
+++ /dev/null
@@ -1,97 +0,0 @@
-project_root = "../../../.."
-include(project_root.."/tools/build")
-
-group("src")
-project("xenia-gpu-gl4")
- uuid("da10149d-efb0-44aa-924c-a76a46e1f04d")
- kind("StaticLib")
- language("C++")
- links({
- "glew",
- "xenia-base",
- "xenia-gpu",
- "xenia-ui",
- "xenia-ui-gl",
- "xxhash",
- })
- defines({
- "GLEW_STATIC=1",
- "GLEW_MX=1",
- })
- includedirs({
- project_root.."/third_party/gflags/src",
- })
- local_platform_files()
-
--- TODO(benvanik): kill this and move to the debugger UI.
-group("src")
-project("xenia-gpu-gl4-trace-viewer")
- uuid("450f965b-a019-4ba5-bc6f-99901e5a4c8d")
- kind("WindowedApp")
- language("C++")
- links({
- "capstone",
- "gflags",
- "glew",
- "imgui",
- "libavcodec",
- "libavutil",
- "snappy",
- "xenia-apu",
- "xenia-apu-nop",
- "xenia-base",
- "xenia-core",
- "xenia-cpu",
- "xenia-cpu-backend-x64",
- "xenia-gpu",
- "xenia-gpu-gl4",
- "xenia-hid",
- "xenia-hid-nop",
- "xenia-kernel",
- "xenia-ui",
- "xenia-ui-gl",
- "xenia-vfs",
- "xxhash",
- })
- flags({
- "WinMain", -- Use WinMain instead of main.
- })
- defines({
- "GLEW_STATIC=1",
- "GLEW_MX=1",
- })
- includedirs({
- project_root.."/third_party/gflags/src",
- })
- files({
- "gl4_trace_viewer_main.cc",
- "../../base/main_"..platform_suffix..".cc",
- })
-
- filter("platforms:Linux")
- links({
- "X11",
- "xcb",
- "X11-xcb",
- "GL",
- "vulkan",
- })
-
- filter("platforms:Windows")
- links({
- "xenia-apu-xaudio2",
- "xenia-hid-winkey",
- "xenia-hid-xinput",
- })
-
- -- Only create the .user file if it doesn't already exist.
- local user_file = project_root.."/build/xenia-gpu-gl4-trace-viewer.vcxproj.user"
- if not os.isfile(user_file) then
- debugdir(project_root)
- debugargs({
- "--flagfile=scratch/flags.txt",
- "2>&1",
- "1>scratch/stdout-trace-viewer.txt",
- })
- end
- \ No newline at end of file
diff --git a/src/xenia/gpu/gl4/texture_cache.cc b/src/xenia/gpu/gl4/texture_cache.cc
deleted file mode 100644
index affd012bd..000000000
--- a/src/xenia/gpu/gl4/texture_cache.cc
+++ /dev/null
@@ -1,1101 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#include "xenia/gpu/gl4/texture_cache.h"
-
-#include <algorithm>
-#include <cstring>
-
-#include "xenia/base/assert.h"
-#include "xenia/base/logging.h"
-#include "xenia/base/math.h"
-#include "xenia/base/memory.h"
-#include "xenia/base/profiling.h"
-#include "xenia/gpu/gpu_flags.h"
-
-namespace xe {
-namespace gpu {
-namespace gl4 {
-
-struct TextureConfig {
- TextureFormat texture_format;
- GLenum internal_format;
- GLenum format;
- GLenum type;
-};
-
-// https://code.google.com/p/glsnewton/source/browse/trunk/Source/uDDSLoader.pas?r=62
-// http://dench.flatlib.jp/opengl/textures
-// http://fossies.org/linux/WebKit/Source/ThirdParty/ANGLE/src/libGLESv2/formatutils.cpp
-static const TextureConfig texture_configs[64] = {
- {TextureFormat::k_1_REVERSE, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::k_1, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM},
- {TextureFormat::k_8, GL_R8, GL_RED, GL_UNSIGNED_BYTE},
- {TextureFormat::k_1_5_5_5, GL_RGB5_A1, GL_RGBA,
- GL_UNSIGNED_SHORT_1_5_5_5_REV},
- {TextureFormat::k_5_6_5, GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV},
- {TextureFormat::k_6_5_5, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM},
- {TextureFormat::k_8_8_8_8, GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV},
- {TextureFormat::k_2_10_10_10, GL_RGB10_A2, GL_RGBA,
- GL_UNSIGNED_INT_2_10_10_10_REV},
- {TextureFormat::k_8_A, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM},
- {TextureFormat::k_8_B, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM},
- {TextureFormat::k_8_8, GL_RG8, GL_RG, GL_UNSIGNED_BYTE},
- {TextureFormat::k_Cr_Y1_Cb_Y0, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::k_Y1_Cr_Y0_Cb, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::kUnknown, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::k_8_8_8_8_A, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::k_4_4_4_4, GL_RGBA4, GL_RGBA,
- GL_UNSIGNED_SHORT_4_4_4_4_REV},
- {TextureFormat::k_10_11_11, GL_R11F_G11F_B10F, GL_RGB,
- GL_UNSIGNED_INT_10F_11F_11F_REV}, // ?
- {TextureFormat::k_11_11_10, GL_R11F_G11F_B10F, GL_RGB,
- GL_UNSIGNED_INT_10F_11F_11F_REV}, // ?
- {TextureFormat::k_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
- GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_UNSIGNED_BYTE},
- {TextureFormat::k_DXT2_3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
- GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_UNSIGNED_BYTE},
- {TextureFormat::k_DXT4_5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
- GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_UNSIGNED_BYTE},
- {TextureFormat::kUnknown, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::k_24_8, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL,
- GL_UNSIGNED_INT_24_8},
- {TextureFormat::k_24_8_FLOAT, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL,
- GL_FLOAT_32_UNSIGNED_INT_24_8_REV},
- {TextureFormat::k_16, GL_R16, GL_RED, GL_UNSIGNED_SHORT},
- {TextureFormat::k_16_16, GL_RG16, GL_RG, GL_UNSIGNED_SHORT},
- {TextureFormat::k_16_16_16_16, GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT},
- {TextureFormat::k_16_EXPAND, GL_R16, GL_RED, GL_UNSIGNED_SHORT},
- {TextureFormat::k_16_16_EXPAND, GL_RG16, GL_RG, GL_UNSIGNED_SHORT},
- {TextureFormat::k_16_16_16_16_EXPAND, GL_RGBA16, GL_RGBA,
- GL_UNSIGNED_SHORT},
- {TextureFormat::k_16_FLOAT, GL_R16F, GL_RED, GL_HALF_FLOAT},
- {TextureFormat::k_16_16_FLOAT, GL_RG16F, GL_RG, GL_HALF_FLOAT},
- {TextureFormat::k_16_16_16_16_FLOAT, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT},
- {TextureFormat::k_32, GL_R32I, GL_RED, GL_UNSIGNED_INT},
- {TextureFormat::k_32_32, GL_RG32I, GL_RG, GL_UNSIGNED_INT},
- {TextureFormat::k_32_32_32_32, GL_RGBA32I, GL_RGBA, GL_UNSIGNED_INT},
- {TextureFormat::k_32_FLOAT, GL_R32F, GL_RED, GL_FLOAT},
- {TextureFormat::k_32_32_FLOAT, GL_RG32F, GL_RG, GL_FLOAT},
- {TextureFormat::k_32_32_32_32_FLOAT, GL_RGBA32F, GL_RGBA, GL_FLOAT},
- {TextureFormat::k_32_AS_8, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::k_32_AS_8_8, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::k_16_MPEG, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::k_16_16_MPEG, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::k_8_INTERLACED, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::k_32_AS_8_INTERLACED, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::k_32_AS_8_8_INTERLACED, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::k_16_INTERLACED, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::k_16_MPEG_INTERLACED, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::k_16_16_MPEG_INTERLACED, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::k_DXN, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2,
- GL_INVALID_ENUM},
- {TextureFormat::k_8_8_8_8_AS_16_16_16_16, GL_RGBA8, GL_RGBA,
- GL_UNSIGNED_BYTE},
- {TextureFormat::k_DXT1_AS_16_16_16_16, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
- GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_UNSIGNED_BYTE},
- {TextureFormat::k_DXT2_3_AS_16_16_16_16, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
- GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_UNSIGNED_BYTE},
- {TextureFormat::k_DXT4_5_AS_16_16_16_16, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
- GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_UNSIGNED_BYTE},
- {TextureFormat::k_2_10_10_10_AS_16_16_16_16, GL_RGB10_A2, GL_RGBA,
- GL_UNSIGNED_INT_2_10_10_10_REV},
- {TextureFormat::k_10_11_11_AS_16_16_16_16, GL_R11F_G11F_B10F, GL_RGB,
- GL_UNSIGNED_INT_10F_11F_11F_REV},
- {TextureFormat::k_11_11_10_AS_16_16_16_16, GL_R11F_G11F_B10F,
- GL_INVALID_ENUM, GL_INVALID_ENUM},
- {TextureFormat::k_32_32_32_FLOAT, GL_RGB32F, GL_RGB, GL_FLOAT},
- {TextureFormat::k_DXT3A, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
- GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_UNSIGNED_BYTE},
- {TextureFormat::k_DXT5A, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
- GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_UNSIGNED_BYTE},
- {TextureFormat::k_CTX1, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM},
- {TextureFormat::k_DXT3A_AS_1_1_1_1, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::kUnknown, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
- {TextureFormat::kUnknown, GL_INVALID_ENUM, GL_INVALID_ENUM,
- GL_INVALID_ENUM},
-};
-
-TextureCache::TextureCache() : memory_(nullptr), scratch_buffer_(nullptr) {
- invalidated_textures_sets_[0].reserve(64);
- invalidated_textures_sets_[1].reserve(64);
- invalidated_textures_ = &invalidated_textures_sets_[0];
-}
-
-TextureCache::~TextureCache() { Shutdown(); }
-
-bool TextureCache::Initialize(Memory* memory, CircularBuffer* scratch_buffer) {
- memory_ = memory;
- scratch_buffer_ = scratch_buffer;
- return true;
-}
-
-void TextureCache::Shutdown() { Clear(); }
-
-void TextureCache::Scavenge() {
- invalidated_textures_mutex_.lock();
- std::vector<TextureEntry*>& invalidated_textures = *invalidated_textures_;
- if (invalidated_textures_ == &invalidated_textures_sets_[0]) {
- invalidated_textures_ = &invalidated_textures_sets_[1];
- } else {
- invalidated_textures_ = &invalidated_textures_sets_[0];
- }
- invalidated_textures_mutex_.unlock();
- if (invalidated_textures.empty()) {
- return;
- }
-
- for (auto& entry : invalidated_textures) {
- EvictTexture(entry);
- }
- invalidated_textures.clear();
-}
-
-void TextureCache::Clear() {
- EvictAllTextures();
-
- // Samplers must go last, as textures depend on them.
- while (sampler_entries_.size()) {
- auto entry = sampler_entries_.begin()->second;
- EvictSampler(entry);
- }
-}
-
-void TextureCache::EvictAllTextures() {
- // Kill all textures - some may be in the eviction list, but that's fine
- // as we will clear that below.
- while (!texture_entries_.empty()) {
- auto entry = texture_entries_.begin()->second;
- EvictTexture(entry);
- }
-
- {
- std::lock_guard<std::mutex> lock(invalidated_textures_mutex_);
- invalidated_textures_sets_[0].clear();
- invalidated_textures_sets_[1].clear();
- }
-
- // Kill all readbuffer textures.
- while (!read_buffer_textures_.empty()) {
- auto it = --read_buffer_textures_.end();
- auto entry = *it;
- glDeleteTextures(1, &entry->handle);
- delete entry;
- read_buffer_textures_.erase(it);
- }
-}
-
-TextureCache::TextureEntryView* TextureCache::Demand(
- const TextureInfo& texture_info, const SamplerInfo& sampler_info) {
- uint64_t texture_hash = texture_info.hash();
- auto texture_entry = LookupOrInsertTexture(texture_info, texture_hash);
- if (!texture_entry) {
- XELOGE("Failed to setup texture");
- return nullptr;
- }
-
- // We likely have the sampler in the texture view listing, so scan for it.
- uint64_t sampler_hash = sampler_info.hash();
- for (auto& it : texture_entry->views) {
- if (it->sampler_hash == sampler_hash) {
- // Found.
- return it.get();
- }
- }
-
- // No existing view found - build it.
- auto sampler_entry = LookupOrInsertSampler(sampler_info, sampler_hash);
- if (!sampler_entry) {
- XELOGE("Failed to setup texture sampler");
- return nullptr;
- }
-
- auto view = std::make_unique<TextureEntryView>();
- view->texture = texture_entry;
- view->sampler = sampler_entry;
- view->sampler_hash = sampler_hash;
- view->texture_sampler_handle = 0;
-
- // Get the uvec2 handle to the texture/sampler pair and make it resident.
- // The handle can be passed directly to the shader.
- view->texture_sampler_handle = glGetTextureSamplerHandleARB(
- texture_entry->handle, sampler_entry->handle);
- if (!view->texture_sampler_handle) {
- assert_always("Unable to get texture handle?");
- return nullptr;
- }
- glMakeTextureHandleResidentARB(view->texture_sampler_handle);
-
- // Entry takes ownership.
- auto view_ptr = view.get();
- texture_entry->views.push_back(std::move(view));
- return view_ptr;
-}
-
-TextureCache::SamplerEntry* TextureCache::LookupOrInsertSampler(
- const SamplerInfo& sampler_info, uint64_t opt_hash) {
- const uint64_t hash = opt_hash ? opt_hash : sampler_info.hash();
- for (auto it = sampler_entries_.find(hash); it != sampler_entries_.end();
- ++it) {
- if (it->second->sampler_info == sampler_info) {
- // Found in cache!
- return it->second;
- }
- }
-
- // Not found, create.
- auto entry = std::make_unique<SamplerEntry>();
- entry->sampler_info = sampler_info;
- glCreateSamplers(1, &entry->handle);
-
- // TODO(benvanik): border color from texture fetch.
- GLfloat border_color[4] = {0.0f};
- glSamplerParameterfv(entry->handle, GL_TEXTURE_BORDER_COLOR, border_color);
-
- // TODO(benvanik): setup LODs for mipmapping.
- glSamplerParameterf(entry->handle, GL_TEXTURE_LOD_BIAS, 0.0f);
- glSamplerParameterf(entry->handle, GL_TEXTURE_MIN_LOD, 0.0f);
- glSamplerParameterf(entry->handle, GL_TEXTURE_MAX_LOD, 0.0f);
-
- // Texture wrapping modes.
- // TODO(benvanik): not sure if the middle ones are correct.
- static const GLenum wrap_map[] = {
- GL_REPEAT, //
- GL_MIRRORED_REPEAT, //
- GL_CLAMP_TO_EDGE, //
- GL_MIRROR_CLAMP_TO_EDGE, //
- GL_CLAMP_TO_BORDER, // ?
- GL_MIRROR_CLAMP_TO_BORDER_EXT, // ?
- GL_CLAMP_TO_BORDER, //
- GL_MIRROR_CLAMP_TO_BORDER_EXT, //
- };
- glSamplerParameteri(entry->handle, GL_TEXTURE_WRAP_S,
- wrap_map[static_cast<int>(sampler_info.clamp_u)]);
- glSamplerParameteri(entry->handle, GL_TEXTURE_WRAP_T,
- wrap_map[static_cast<int>(sampler_info.clamp_v)]);
- glSamplerParameteri(entry->handle, GL_TEXTURE_WRAP_R,
- wrap_map[static_cast<int>(sampler_info.clamp_w)]);
-
- // Texture level filtering.
- GLenum min_filter;
- switch (sampler_info.min_filter) {
- case TextureFilter::kPoint:
- switch (sampler_info.mip_filter) {
- case TextureFilter::kBaseMap:
- min_filter = GL_NEAREST;
- break;
- case TextureFilter::kPoint:
- // min_filter = GL_NEAREST_MIPMAP_NEAREST;
- min_filter = GL_NEAREST;
- break;
- case TextureFilter::kLinear:
- // min_filter = GL_NEAREST_MIPMAP_LINEAR;
- min_filter = GL_NEAREST;
- break;
- default:
- assert_unhandled_case(sampler_info.mip_filter);
- return nullptr;
- }
- break;
- case TextureFilter::kLinear:
- switch (sampler_info.mip_filter) {
- case TextureFilter::kBaseMap:
- min_filter = GL_LINEAR;
- break;
- case TextureFilter::kPoint:
- // min_filter = GL_LINEAR_MIPMAP_NEAREST;
- min_filter = GL_LINEAR;
- break;
- case TextureFilter::kLinear:
- // min_filter = GL_LINEAR_MIPMAP_LINEAR;
- min_filter = GL_LINEAR;
- break;
- default:
- assert_unhandled_case(sampler_info.mip_filter);
- return nullptr;
- }
- break;
- default:
- assert_unhandled_case(sampler_info.min_filter);
- return nullptr;
- }
- GLenum mag_filter;
- switch (sampler_info.mag_filter) {
- case TextureFilter::kPoint:
- mag_filter = GL_NEAREST;
- break;
- case TextureFilter::kLinear:
- mag_filter = GL_LINEAR;
- break;
- default:
- assert_unhandled_case(mag_filter);
- return nullptr;
- }
- glSamplerParameteri(entry->handle, GL_TEXTURE_MIN_FILTER, min_filter);
- glSamplerParameteri(entry->handle, GL_TEXTURE_MAG_FILTER, mag_filter);
-
- GLfloat aniso;
- switch (sampler_info.aniso_filter) {
- case AnisoFilter::kDisabled:
- aniso = 0.0f;
- break;
- case AnisoFilter::kMax_1_1:
- aniso = 1.0f;
- break;
- case AnisoFilter::kMax_2_1:
- aniso = 2.0f;
- break;
- case AnisoFilter::kMax_4_1:
- aniso = 4.0f;
- break;
- case AnisoFilter::kMax_8_1:
- aniso = 8.0f;
- break;
- case AnisoFilter::kMax_16_1:
- aniso = 16.0f;
- break;
- default:
- assert_unhandled_case(aniso);
- return nullptr;
- }
-
- if (aniso) {
- glSamplerParameterf(entry->handle, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
- }
-
- // Add to map - map takes ownership.
- auto entry_ptr = entry.get();
- sampler_entries_.insert({hash, entry.release()});
- return entry_ptr;
-}
-
-void TextureCache::EvictSampler(SamplerEntry* entry) {
- glDeleteSamplers(1, &entry->handle);
-
- for (auto it = sampler_entries_.find(entry->sampler_info.hash());
- it != sampler_entries_.end(); ++it) {
- if (it->second == entry) {
- sampler_entries_.erase(it);
- break;
- }
- }
-
- delete entry;
-}
-
-TextureCache::TextureEntry* TextureCache::LookupOrInsertTexture(
- const TextureInfo& texture_info, uint64_t opt_hash) {
- const uint64_t hash = opt_hash ? opt_hash : texture_info.hash();
- for (auto it = texture_entries_.find(hash); it != texture_entries_.end();
- ++it) {
- if (it->second->pending_invalidation) {
- // Whoa, we've been invalidated! Let's scavenge to cleanup and try again.
- // TODO(benvanik): reuse existing texture storage.
- Scavenge();
- break;
- }
- if (it->second->texture_info == texture_info) {
- // Found in cache!
- return it->second;
- }
- }
-
- // Not found, create.
- auto entry = std::make_unique<TextureEntry>();
- entry->texture_info = texture_info;
- entry->access_watch_handle = 0;
- entry->pending_invalidation = false;
- entry->handle = 0;
-
- // Check read buffer textures - there may be one waiting for us.
- // TODO(benvanik): speed up existence check?
- for (auto it = read_buffer_textures_.begin();
- it != read_buffer_textures_.end(); ++it) {
- auto read_buffer_entry = *it;
- if (read_buffer_entry->guest_address == texture_info.guest_address &&
- read_buffer_entry->block_width == texture_info.size_2d.block_width &&
- read_buffer_entry->block_height == texture_info.size_2d.block_height) {
- // Found! Acquire the handle and remove the readbuffer entry.
- read_buffer_textures_.erase(it);
- entry->handle = read_buffer_entry->handle;
- entry->access_watch_handle = read_buffer_entry->access_watch_handle;
- delete read_buffer_entry;
- // TODO(benvanik): set more texture properties? swizzle/etc?
- auto entry_ptr = entry.get();
- texture_entries_.insert({hash, entry.release()});
- return entry_ptr;
- }
- }
-
- GLenum target;
- switch (texture_info.dimension) {
- case Dimension::k1D:
- target = GL_TEXTURE_1D;
- break;
- case Dimension::k2D:
- target = GL_TEXTURE_2D;
- break;
- case Dimension::k3D:
- target = GL_TEXTURE_3D;
- break;
- case Dimension::kCube:
- target = GL_TEXTURE_CUBE_MAP;
- break;
- }
-
- // Setup the base texture.
- glCreateTextures(target, 1, &entry->handle);
-
- // TODO(benvanik): texture mip levels.
- glTextureParameteri(entry->handle, GL_TEXTURE_BASE_LEVEL, 0);
- glTextureParameteri(entry->handle, GL_TEXTURE_MAX_LEVEL, 1);
-
- // Upload/convert.
- bool uploaded = false;
- switch (texture_info.dimension) {
- case Dimension::k1D:
- uploaded = UploadTexture1D(entry->handle, texture_info);
- break;
- case Dimension::k2D:
- uploaded = UploadTexture2D(entry->handle, texture_info);
- break;
- case Dimension::kCube:
- uploaded = UploadTextureCube(entry->handle, texture_info);
- break;
- case Dimension::k3D:
- assert_unhandled_case(texture_info.dimension);
- return nullptr;
- }
- if (!uploaded) {
- XELOGE("Failed to convert/upload texture");
- return nullptr;
- }
-
- // Add a write watch. If any data in the given range is touched we'll get a
- // callback and evict the texture. We could reuse the storage, though the
- // driver is likely in a better position to pool that kind of stuff.
- entry->access_watch_handle = memory_->AddPhysicalAccessWatch(
- texture_info.guest_address, texture_info.input_length,
- cpu::MMIOHandler::kWatchWrite,
- [](void* context_ptr, void* data_ptr, uint32_t address) {
- auto self = reinterpret_cast<TextureCache*>(context_ptr);
- auto touched_entry = reinterpret_cast<TextureEntry*>(data_ptr);
- // Clear watch handle first so we don't redundantly
- // remove.
- touched_entry->access_watch_handle = 0;
- touched_entry->pending_invalidation = true;
- // Add to pending list so Scavenge will clean it up.
- self->invalidated_textures_mutex_.lock();
- self->invalidated_textures_->push_back(touched_entry);
- self->invalidated_textures_mutex_.unlock();
- },
- this, entry.get());
-
- // Add to map - map takes ownership.
- auto entry_ptr = entry.get();
- texture_entries_.insert({hash, entry.release()});
- return entry_ptr;
-}
-
-TextureCache::TextureEntry* TextureCache::LookupAddress(uint32_t guest_address,
- uint32_t width,
- uint32_t height,
- TextureFormat format) {
- // TODO(benvanik): worth speeding up?
- for (auto it = texture_entries_.begin(); it != texture_entries_.end(); ++it) {
- const auto& texture_info = it->second->texture_info;
- if (texture_info.guest_address == guest_address &&
- texture_info.dimension == Dimension::k2D &&
- texture_info.size_2d.input_width == width &&
- texture_info.size_2d.input_height == height) {
- return it->second;
- }
- }
- return nullptr;
-}
-
-GLuint TextureCache::CopyTexture(Blitter* blitter, uint32_t guest_address,
- uint32_t logical_width,
- uint32_t logical_height, uint32_t block_width,
- uint32_t block_height, TextureFormat format,
- bool swap_channels, GLuint src_texture,
- Rect2D src_rect, Rect2D dest_rect) {
- return ConvertTexture(blitter, guest_address, logical_width, logical_height,
- block_width, block_height, format, swap_channels,
- src_texture, src_rect, dest_rect);
-}
-
-GLuint TextureCache::ConvertTexture(Blitter* blitter, uint32_t guest_address,
- uint32_t logical_width,
- uint32_t logical_height,
- uint32_t block_width, uint32_t block_height,
- TextureFormat format, bool swap_channels,
- GLuint src_texture, Rect2D src_rect,
- Rect2D dest_rect) {
- const auto& config = texture_configs[uint32_t(format)];
- if (config.format == GL_INVALID_ENUM) {
- assert_always("Unhandled destination texture format");
- return 0;
- }
-
- // See if we have used a texture at this address before. If we have, we can
- // reuse it.
- // TODO(benvanik): better lookup matching format/etc?
- auto texture_entry =
- LookupAddress(guest_address, block_width, block_height, format);
- if (texture_entry) {
- // Have existing texture.
- assert_false(texture_entry->pending_invalidation);
- if (config.format == GL_DEPTH_STENCIL) {
- blitter->CopyDepthTexture(src_texture, src_rect, texture_entry->handle,
- dest_rect);
- } else {
- blitter->CopyColorTexture2D(src_texture, src_rect, texture_entry->handle,
- dest_rect, GL_LINEAR, swap_channels);
- }
-
- // Setup a read/write access watch. If the game tries to touch the memory
- // we were supposed to populate with this texture, then we'll actually
- // populate it.
- if (texture_entry->access_watch_handle) {
- memory_->CancelAccessWatch(texture_entry->access_watch_handle);
- texture_entry->access_watch_handle = 0;
- }
-
- texture_entry->access_watch_handle = memory_->AddPhysicalAccessWatch(
- guest_address, texture_entry->texture_info.input_length,
- cpu::MMIOHandler::kWatchReadWrite,
- [](void* context, void* data, uint32_t address) {
- auto touched_entry = reinterpret_cast<TextureEntry*>(data);
- touched_entry->access_watch_handle = 0;
-
- // This happens. RDR resolves to a texture then upsizes it, BF1943
- // writes to a resolved texture.
- // TODO (for Vulkan): Copy this texture back into system memory.
- // assert_always();
- },
- nullptr, texture_entry);
-
- return texture_entry->handle;
- }
-
- // Check pending read buffer textures (for multiple resolves with no
- // uploads inbetween).
- for (auto it = read_buffer_textures_.begin();
- it != read_buffer_textures_.end(); ++it) {
- const auto& entry = *it;
- if (entry->guest_address == guest_address &&
- entry->logical_width == logical_width &&
- entry->logical_height == logical_height && entry->format == format) {
- // Found an existing entry - just reupload.
- if (config.format == GL_DEPTH_STENCIL) {
- blitter->CopyDepthTexture(src_texture, src_rect, entry->handle,
- dest_rect);
- } else {
- blitter->CopyColorTexture2D(src_texture, src_rect, entry->handle,
- dest_rect, GL_LINEAR, swap_channels);
- }
- return entry->handle;
- }
- }
-
- // Need to create a new texture.
- // As we don't know anything about this texture, we'll add it to the
- // pending readbuffer list. If nobody claims it after a certain amount
- // of time we'll dump it.
- auto entry = std::make_unique<ReadBufferTexture>();
- entry->guest_address = guest_address;
- entry->logical_width = logical_width;
- entry->logical_height = logical_height;
- entry->block_width = block_width;
- entry->block_height = block_height;
- entry->format = format;
-
- entry->access_watch_handle = memory_->AddPhysicalAccessWatch(
- guest_address, block_height * block_width * 4,
- cpu::MMIOHandler::kWatchReadWrite,
- [](void* context, void* data, uint32_t address) {
- auto entry = reinterpret_cast<ReadBufferTexture*>(data);
- entry->access_watch_handle = 0;
-
- // This happens. RDR resolves to a texture then upsizes it, BF1943
- // writes to a resolved texture.
- // TODO (for Vulkan): Copy this texture back into system memory.
- // assert_always();
- },
- nullptr, entry.get());
-
- glCreateTextures(GL_TEXTURE_2D, 1, &entry->handle);
- glTextureParameteri(entry->handle, GL_TEXTURE_BASE_LEVEL, 0);
- glTextureParameteri(entry->handle, GL_TEXTURE_MAX_LEVEL, 1);
- glTextureStorage2D(entry->handle, 1, config.internal_format, logical_width,
- logical_height);
- if (config.format == GL_DEPTH_STENCIL) {
- blitter->CopyDepthTexture(src_texture, src_rect, entry->handle, dest_rect);
- } else {
- blitter->CopyColorTexture2D(src_texture, src_rect, entry->handle, dest_rect,
- GL_LINEAR, swap_channels);
- }
-
- GLuint handle = entry->handle;
- read_buffer_textures_.push_back(entry.release());
- return handle;
-}
-
-void TextureCache::EvictTexture(TextureEntry* entry) {
- if (entry->access_watch_handle) {
- memory_->CancelAccessWatch(entry->access_watch_handle);
- entry->access_watch_handle = 0;
- }
-
- for (auto& view : entry->views) {
- glMakeTextureHandleNonResidentARB(view->texture_sampler_handle);
- }
- glDeleteTextures(1, &entry->handle);
-
- uint64_t texture_hash = entry->texture_info.hash();
- for (auto it = texture_entries_.find(texture_hash);
- it != texture_entries_.end(); ++it) {
- if (it->second == entry) {
- texture_entries_.erase(it);
- break;
- }
- }
-
- delete entry;
-}
-
-struct HostTextureInfo {
- uint32_t output_length;
-
- union {
- struct {
- uint32_t output_width;
- uint32_t output_pitch;
- } size_1d;
- struct {
- uint32_t output_width;
- uint32_t output_height;
- uint32_t output_pitch;
- } size_2d;
- struct {
- } size_3d;
- struct {
- uint32_t output_width;
- uint32_t output_height;
- uint32_t output_pitch;
- uint32_t output_face_length;
- } size_cube;
- };
-
- static bool Setup(const TextureInfo& guest_info, HostTextureInfo* out_info) {
- auto& info = *out_info;
- auto format = guest_info.format_info();
-
- switch (guest_info.dimension) {
- case Dimension::k1D: {
- uint32_t bytes_per_block =
- format->block_width * format->bits_per_pixel / 8;
- uint32_t block_width = xe::round_up(guest_info.size_1d.logical_width,
- format->block_width) /
- format->block_width;
- info.size_1d.output_width = block_width * format->block_width;
- info.size_1d.output_pitch = block_width * bytes_per_block;
- info.output_length = info.size_1d.output_pitch;
- return true;
- }
- case Dimension::k2D: {
- uint32_t bytes_per_block = format->block_width * format->block_height *
- format->bits_per_pixel / 8;
- uint32_t block_width = xe::round_up(guest_info.size_2d.logical_width,
- format->block_width) /
- format->block_width;
- uint32_t block_height = xe::round_up(guest_info.size_2d.logical_height,
- format->block_height) /
- format->block_height;
- info.size_2d.output_width = block_width * format->block_width;
- info.size_2d.output_height = block_height * format->block_height;
- info.size_2d.output_pitch = block_width * bytes_per_block;
- info.output_length = info.size_2d.output_pitch * block_height;
- return true;
- };
- case Dimension::k3D: {
- return false;
- }
- case Dimension::kCube: {
- uint32_t bytes_per_block = format->block_width * format->block_height *
- format->bits_per_pixel / 8;
- uint32_t block_width = xe::round_up(guest_info.size_cube.logical_width,
- format->block_width) /
- format->block_width;
- uint32_t block_height =
- xe::round_up(guest_info.size_cube.logical_height,
- format->block_height) /
- format->block_height;
- info.size_cube.output_width = block_width * format->block_width;
- info.size_cube.output_height = block_height * format->block_height;
- info.size_cube.output_pitch = block_width * bytes_per_block;
- info.size_cube.output_face_length =
- info.size_cube.output_pitch * block_height;
- info.output_length = info.size_cube.output_face_length * 6;
- return true;
- }
- }
- return false;
- }
-};
-
-void TextureSwap(Endian endianness, void* dest, const void* src,
- size_t length) {
- switch (endianness) {
- case Endian::k8in16:
- xe::copy_and_swap_16_aligned(dest, src, length / 2);
- break;
- case Endian::k8in32:
- xe::copy_and_swap_32_aligned(dest, src, length / 4);
- break;
- case Endian::k16in32: // Swap high and low 16 bits within a 32 bit word
- xe::copy_and_swap_16_in_32_aligned(dest, src, length);
- break;
- default:
- case Endian::kUnspecified:
- std::memcpy(dest, src, length);
- break;
- }
-}
-
-bool TextureCache::UploadTexture1D(GLuint texture,
- const TextureInfo& texture_info) {
- SCOPE_profile_cpu_f("gpu");
- const auto host_address =
- memory_->TranslatePhysical(texture_info.guest_address);
-
- const auto& config = texture_configs[uint32_t(texture_info.texture_format)];
- if (config.format == GL_INVALID_ENUM) {
- assert_always("Unhandled texture format");
- return false;
- }
-
- HostTextureInfo host_info;
- if (!HostTextureInfo::Setup(texture_info, &host_info)) {
- assert_always("Failed to set up host texture info");
- return false;
- }
-
- size_t unpack_length = host_info.output_length;
- glTextureStorage1D(texture, 1, config.internal_format,
- host_info.size_1d.output_width);
-
- auto allocation = scratch_buffer_->Acquire(unpack_length);
-
- if (!texture_info.is_tiled) {
- if (texture_info.size_1d.input_pitch == host_info.size_1d.output_pitch) {
- TextureSwap(texture_info.endianness, allocation.host_ptr, host_address,
- unpack_length);
- } else {
- assert_always();
- }
- } else {
- assert_always();
- }
- size_t unpack_offset = allocation.offset;
- scratch_buffer_->Commit(std::move(allocation));
- // TODO(benvanik): avoid flush on entire buffer by using another texture
- // buffer.
- scratch_buffer_->Flush();
-
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER, scratch_buffer_->handle());
- if (texture_info.is_compressed()) {
- glCompressedTextureSubImage1D(texture, 0, 0, host_info.size_1d.output_width,
- config.format,
- static_cast<GLsizei>(unpack_length),
- reinterpret_cast<void*>(unpack_offset));
- } else {
- // Most of these don't seem to have an effect on compressed images.
- // glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
- // glPixelStorei(GL_UNPACK_ALIGNMENT, texture_info.texel_pitch);
- // glPixelStorei(GL_UNPACK_ROW_LENGTH, texture_info.size_2d.input_width);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- glTextureSubImage1D(texture, 0, 0, host_info.size_1d.output_width,
- config.format, config.type,
- reinterpret_cast<void*>(unpack_offset));
- }
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
- return true;
-}
-
-bool TextureCache::UploadTexture2D(GLuint texture,
- const TextureInfo& texture_info) {
- SCOPE_profile_cpu_f("gpu");
- const auto host_address =
- memory_->TranslatePhysical(texture_info.guest_address);
-
- const auto& config =
- texture_configs[uint32_t(texture_info.format_info()->format)];
- if (config.format == GL_INVALID_ENUM) {
- assert_always("Unhandled texture format");
- return false;
- }
-
- HostTextureInfo host_info;
- if (!HostTextureInfo::Setup(texture_info, &host_info)) {
- assert_always("Failed to set up host texture info");
- return false;
- }
-
- size_t unpack_length = host_info.output_length;
- glTextureStorage2D(texture, 1, config.internal_format,
- host_info.size_2d.output_width,
- host_info.size_2d.output_height);
-
- auto allocation = scratch_buffer_->Acquire(unpack_length);
-
- if (!texture_info.is_tiled) {
- uint32_t offset_x, offset_y;
- if (texture_info.has_packed_mips &&
- TextureInfo::GetPackedTileOffset(texture_info, &offset_x, &offset_y)) {
- uint32_t bytes_per_block = texture_info.format_info()->block_width *
- texture_info.format_info()->block_height *
- texture_info.format_info()->bits_per_pixel / 8;
- const uint8_t* src = host_address;
- // TODO(gibbed): this needs checking
- src += offset_y * texture_info.size_2d.input_pitch;
- src += offset_x * bytes_per_block;
- uint8_t* dest = reinterpret_cast<uint8_t*>(allocation.host_ptr);
- uint32_t pitch = std::min(texture_info.size_2d.input_pitch,
- host_info.size_2d.output_pitch);
- for (uint32_t y = 0; y < std::min(texture_info.size_2d.block_height,
- texture_info.size_2d.logical_height);
- y++) {
- TextureSwap(texture_info.endianness, dest, src, pitch);
- src += texture_info.size_2d.input_pitch;
- dest += host_info.size_2d.output_pitch;
- }
- } else if (texture_info.size_2d.input_pitch ==
- host_info.size_2d.output_pitch) {
- // Fast path copy entire image.
- TextureSwap(texture_info.endianness, allocation.host_ptr, host_address,
- unpack_length);
- } else {
- // Slow path copy row-by-row because strides differ.
- // UNPACK_ROW_LENGTH only works for uncompressed images, and likely does
- // this exact thing under the covers, so we just always do it here.
- const uint8_t* src = host_address;
- uint8_t* dest = reinterpret_cast<uint8_t*>(allocation.host_ptr);
- uint32_t pitch = std::min(texture_info.size_2d.input_pitch,
- host_info.size_2d.output_pitch);
- for (uint32_t y = 0; y < std::min(texture_info.size_2d.block_height,
- texture_info.size_2d.logical_height);
- y++) {
- TextureSwap(texture_info.endianness, dest, src, pitch);
- src += texture_info.size_2d.input_pitch;
- dest += host_info.size_2d.output_pitch;
- }
- }
- } else {
- // Untile image.
- // We could do this in a shader to speed things up, as this is pretty slow.
-
- // TODO(benvanik): optimize this inner loop (or work by tiles).
- const uint8_t* src = host_address;
- uint8_t* dest = reinterpret_cast<uint8_t*>(allocation.host_ptr);
- uint32_t bytes_per_block = texture_info.format_info()->block_width *
- texture_info.format_info()->block_height *
- texture_info.format_info()->bits_per_pixel / 8;
-
- // Tiled textures can be packed; get the offset into the packed texture.
- uint32_t offset_x;
- uint32_t offset_y;
- TextureInfo::GetPackedTileOffset(texture_info, &offset_x, &offset_y);
-
- auto bpp = (bytes_per_block >> 2) +
- ((bytes_per_block >> 1) >> (bytes_per_block >> 2));
- for (uint32_t y = 0, output_base_offset = 0;
- y < std::min(texture_info.size_2d.block_height,
- texture_info.size_2d.logical_height);
- y++, output_base_offset += host_info.size_2d.output_pitch) {
- auto input_base_offset = TextureInfo::TiledOffset2DOuter(
- offset_y + y,
- (texture_info.size_2d.input_width /
- texture_info.format_info()->block_width),
- bpp);
- for (uint32_t x = 0, output_offset = output_base_offset;
- x < texture_info.size_2d.block_width;
- x++, output_offset += bytes_per_block) {
- auto input_offset =
- TextureInfo::TiledOffset2DInner(offset_x + x, offset_y + y, bpp,
- input_base_offset) >>
- bpp;
- TextureSwap(texture_info.endianness, dest + output_offset,
- src + input_offset * bytes_per_block, bytes_per_block);
- }
- }
- }
- size_t unpack_offset = allocation.offset;
- scratch_buffer_->Commit(std::move(allocation));
- // TODO(benvanik): avoid flush on entire buffer by using another texture
- // buffer.
- scratch_buffer_->Flush();
-
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER, scratch_buffer_->handle());
- if (texture_info.is_compressed()) {
- glCompressedTextureSubImage2D(
- texture, 0, 0, 0, host_info.size_2d.output_width,
- host_info.size_2d.output_height, config.format,
- static_cast<GLsizei>(unpack_length),
- reinterpret_cast<void*>(unpack_offset));
- } else {
- // Most of these don't seem to have an effect on compressed images.
- // glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
- // glPixelStorei(GL_UNPACK_ALIGNMENT, texture_info.texel_pitch);
- // glPixelStorei(GL_UNPACK_ROW_LENGTH, texture_info.size_2d.input_width);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- glTextureSubImage2D(texture, 0, 0, 0, host_info.size_2d.output_width,
- host_info.size_2d.output_height, config.format,
- config.type, reinterpret_cast<void*>(unpack_offset));
- }
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
- return true;
-}
-
-bool TextureCache::UploadTextureCube(GLuint texture,
- const TextureInfo& texture_info) {
- SCOPE_profile_cpu_f("gpu");
- const auto host_address =
- memory_->TranslatePhysical(texture_info.guest_address);
-
- const auto& config =
- texture_configs[uint32_t(texture_info.format_info()->format)];
- if (config.format == GL_INVALID_ENUM) {
- assert_always("Unhandled texture format");
- return false;
- }
-
- HostTextureInfo host_info;
- if (!HostTextureInfo::Setup(texture_info, &host_info)) {
- assert_always("Failed to set up host texture info");
- return false;
- }
-
- size_t unpack_length = host_info.output_length;
- glTextureStorage2D(texture, 1, config.internal_format,
- host_info.size_cube.output_width,
- host_info.size_cube.output_height);
-
- auto allocation = scratch_buffer_->Acquire(unpack_length);
- if (!texture_info.is_tiled) {
- if (texture_info.size_cube.input_pitch ==
- host_info.size_cube.output_pitch) {
- // Fast path copy entire image.
- TextureSwap(texture_info.endianness, allocation.host_ptr, host_address,
- unpack_length);
- } else {
- // Slow path copy row-by-row because strides differ.
- // UNPACK_ROW_LENGTH only works for uncompressed images, and likely does
- // this exact thing under the covers, so we just always do it here.
- const uint8_t* src = host_address;
- uint8_t* dest = reinterpret_cast<uint8_t*>(allocation.host_ptr);
- for (int face = 0; face < 6; ++face) {
- uint32_t pitch = std::min(texture_info.size_cube.input_pitch,
- host_info.size_cube.output_pitch);
- for (uint32_t y = 0; y < texture_info.size_cube.block_height; y++) {
- TextureSwap(texture_info.endianness, dest, src, pitch);
- src += texture_info.size_cube.input_pitch;
- dest += host_info.size_cube.output_pitch;
- }
- }
- }
- } else {
- // TODO(benvanik): optimize this inner loop (or work by tiles).
- const uint8_t* src = host_address;
- uint8_t* dest = reinterpret_cast<uint8_t*>(allocation.host_ptr);
- uint32_t bytes_per_block = texture_info.format_info()->block_width *
- texture_info.format_info()->block_height *
- texture_info.format_info()->bits_per_pixel / 8;
- // Tiled textures can be packed; get the offset into the packed texture.
- uint32_t offset_x;
- uint32_t offset_y;
- TextureInfo::GetPackedTileOffset(texture_info, &offset_x, &offset_y);
- auto bpp = (bytes_per_block >> 2) +
- ((bytes_per_block >> 1) >> (bytes_per_block >> 2));
- for (int face = 0; face < 6; ++face) {
- for (uint32_t y = 0, output_base_offset = 0;
- y < texture_info.size_cube.block_height;
- y++, output_base_offset += host_info.size_cube.output_pitch) {
- auto input_base_offset = TextureInfo::TiledOffset2DOuter(
- offset_y + y,
- (texture_info.size_cube.input_width /
- texture_info.format_info()->block_width),
- bpp);
- for (uint32_t x = 0, output_offset = output_base_offset;
- x < texture_info.size_cube.block_width;
- x++, output_offset += bytes_per_block) {
- auto input_offset =
- TextureInfo::TiledOffset2DInner(offset_x + x, offset_y + y, bpp,
- input_base_offset) >>
- bpp;
- TextureSwap(texture_info.endianness, dest + output_offset,
- src + input_offset * bytes_per_block, bytes_per_block);
- }
- }
- src += texture_info.size_cube.input_face_length;
- dest += host_info.size_cube.output_face_length;
- }
- }
- size_t unpack_offset = allocation.offset;
- scratch_buffer_->Commit(std::move(allocation));
- // TODO(benvanik): avoid flush on entire buffer by using another texture
- // buffer.
- scratch_buffer_->Flush();
-
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER, scratch_buffer_->handle());
- if (texture_info.is_compressed()) {
- glCompressedTextureSubImage3D(
- texture, 0, 0, 0, 0, host_info.size_cube.output_width,
- host_info.size_cube.output_height, 6, config.format,
- static_cast<GLsizei>(unpack_length),
- reinterpret_cast<void*>(unpack_offset));
- } else {
- // Most of these don't seem to have an effect on compressed images.
- // glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
- // glPixelStorei(GL_UNPACK_ALIGNMENT, texture_info.texel_pitch);
- // glPixelStorei(GL_UNPACK_ROW_LENGTH, texture_info.size_2d.input_width);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- glTextureSubImage3D(texture, 0, 0, 0, 0, host_info.size_cube.output_width,
- host_info.size_cube.output_height, 6, config.format,
- config.type, reinterpret_cast<void*>(unpack_offset));
- }
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
- return true;
-}
-
-} // namespace gl4
-} // namespace gpu
-} // namespace xe
diff --git a/src/xenia/gpu/gl4/texture_cache.h b/src/xenia/gpu/gl4/texture_cache.h
deleted file mode 100644
index 4f018c329..000000000
--- a/src/xenia/gpu/gl4/texture_cache.h
+++ /dev/null
@@ -1,119 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#ifndef XENIA_GPU_GL4_TEXTURE_CACHE_H_
-#define XENIA_GPU_GL4_TEXTURE_CACHE_H_
-
-#include <mutex>
-#include <unordered_map>
-#include <vector>
-
-#include "xenia/gpu/sampler_info.h"
-#include "xenia/gpu/texture_info.h"
-#include "xenia/memory.h"
-#include "xenia/ui/gl/blitter.h"
-#include "xenia/ui/gl/circular_buffer.h"
-#include "xenia/ui/gl/gl_context.h"
-
-namespace xe {
-namespace gpu {
-namespace gl4 {
-
-using xe::ui::gl::Blitter;
-using xe::ui::gl::CircularBuffer;
-using xe::ui::gl::Rect2D;
-
-class TextureCache {
- public:
- struct TextureEntry;
- struct SamplerEntry {
- SamplerInfo sampler_info;
- GLuint handle;
- };
- struct TextureEntryView {
- TextureEntry* texture;
- SamplerEntry* sampler;
- uint64_t sampler_hash;
- GLuint64 texture_sampler_handle;
- };
- struct TextureEntry {
- TextureInfo texture_info;
- uintptr_t access_watch_handle;
- GLuint handle;
- bool pending_invalidation;
- std::vector<std::unique_ptr<TextureEntryView>> views;
- };
-
- TextureCache();
- ~TextureCache();
-
- bool Initialize(Memory* memory, CircularBuffer* scratch_buffer);
- void Shutdown();
-
- void Scavenge();
- void Clear();
- void EvictAllTextures();
-
- TextureEntryView* Demand(const TextureInfo& texture_info,
- const SamplerInfo& sampler_info);
-
- GLuint CopyTexture(Blitter* blitter, uint32_t guest_address,
- uint32_t logical_width, uint32_t logical_height,
- uint32_t block_width, uint32_t block_height,
- TextureFormat format, bool swap_channels,
- GLuint src_texture, Rect2D src_rect, Rect2D dest_rect);
- GLuint ConvertTexture(Blitter* blitter, uint32_t guest_address,
- uint32_t logical_width, uint32_t logical_height,
- uint32_t block_width, uint32_t block_height,
- TextureFormat format, bool swap_channels,
- GLuint src_texture, Rect2D src_rect, Rect2D dest_rect);
-
- TextureEntry* LookupAddress(uint32_t guest_address, uint32_t width,
- uint32_t height, TextureFormat format);
-
- private:
- struct ReadBufferTexture {
- uintptr_t access_watch_handle;
- uint32_t guest_address;
- uint32_t logical_width;
- uint32_t logical_height;
- uint32_t block_width;
- uint32_t block_height;
- TextureFormat format;
- GLuint handle;
- };
-
- SamplerEntry* LookupOrInsertSampler(const SamplerInfo& sampler_info,
- uint64_t opt_hash = 0);
- void EvictSampler(SamplerEntry* entry);
- TextureEntry* LookupOrInsertTexture(const TextureInfo& texture_info,
- uint64_t opt_hash = 0);
- void EvictTexture(TextureEntry* entry);
-
- bool UploadTexture1D(GLuint texture, const TextureInfo& texture_info);
- bool UploadTexture2D(GLuint texture, const TextureInfo& texture_info);
- bool UploadTextureCube(GLuint texture, const TextureInfo& texture_info);
-
- Memory* memory_;
- CircularBuffer* scratch_buffer_;
- std::unordered_map<uint64_t, SamplerEntry*> sampler_entries_;
- std::unordered_map<uint64_t, TextureEntry*> texture_entries_;
-
- std::vector<ReadBufferTexture*> read_buffer_textures_;
-
- std::mutex invalidated_textures_mutex_;
- std::vector<TextureEntry*>* invalidated_textures_;
- std::vector<TextureEntry*> invalidated_textures_sets_[2];
-};
-
-} // namespace gl4
-} // namespace gpu
-} // namespace xe
-
-#endif // XENIA_GPU_GL4_TEXTURE_CACHE_H_
diff --git a/src/xenia/hid/premake5.lua b/src/xenia/hid/premake5.lua
index dbe4f7b81..b1044efa1 100644
--- a/src/xenia/hid/premake5.lua
+++ b/src/xenia/hid/premake5.lua
@@ -30,7 +30,6 @@ project("xenia-hid-demo")
"xenia-hid",
"xenia-hid-nop",
"xenia-ui",
- "xenia-ui-gl",
})
filter("platforms:Linux")
links({
diff --git a/src/xenia/ui/gl/blitter.cc b/src/xenia/ui/gl/blitter.cc
deleted file mode 100644
index 7501758ca..000000000
--- a/src/xenia/ui/gl/blitter.cc
+++ /dev/null
@@ -1,315 +0,0 @@
-/**
- ******************************************************************************
- * 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/blitter.h"
-
-#include <string>
-
-#include "xenia/base/assert.h"
-#include "xenia/base/math.h"
-#include "xenia/ui/gl/gl_context.h"
-
-namespace xe {
-namespace ui {
-namespace gl {
-
-Blitter::Blitter()
- : vertex_program_(0),
- color_fragment_program_(0),
- depth_fragment_program_(0),
- color_pipeline_(0),
- depth_pipeline_(0),
- vbo_(0),
- vao_(0),
- nearest_sampler_(0),
- linear_sampler_(0),
- scratch_framebuffer_(0) {}
-
-Blitter::~Blitter() = default;
-
-bool Blitter::Initialize() {
- const std::string header =
- R"(
-#version 450
-#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 vs_source = header +
- R"(
-layout(location = 0) uniform vec4 src_uv;
-out gl_PerVertex {
- vec4 gl_Position;
- float gl_PointSize;
- float gl_ClipDistance[];
-};
-layout(location = 0) in vec2 vfetch_pos;
-layout(location = 0) out vec2 vtx_uv;
-void main() {
- gl_Position = vec4(vfetch_pos.xy * vec2(2.0, -2.0) -
- vec2(1.0, -1.0), 0.0, 1.0);
- vtx_uv = vfetch_pos.xy * src_uv.zw + src_uv.xy;
-})";
- const std::string color_fs_source = header +
- R"(
-layout(location = 1) uniform sampler2D src_texture;
-layout(location = 2) uniform bool swap;
-layout(location = 0) in vec2 vtx_uv;
-layout(location = 0) out vec4 oC;
-void main() {
- oC = texture(src_texture, vtx_uv);
- if (!swap) oC = oC.bgra;
-})";
- const std::string depth_fs_source = header +
- R"(
-layout(location = 1) uniform sampler2D src_texture;
-layout(location = 0) in vec2 vtx_uv;
-layout(location = 0) out vec4 oC;
-void main() {
- gl_FragDepth = texture(src_texture, vtx_uv).r;
-})";
-
- auto vs_source_str = vs_source.c_str();
- vertex_program_ = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vs_source_str);
- auto color_fs_source_str = color_fs_source.c_str();
- color_fragment_program_ =
- glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &color_fs_source_str);
- auto depth_fs_source_str = depth_fs_source.c_str();
- depth_fragment_program_ =
- glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &depth_fs_source_str);
- glCreateProgramPipelines(1, &color_pipeline_);
- glUseProgramStages(color_pipeline_, GL_VERTEX_SHADER_BIT, vertex_program_);
- glUseProgramStages(color_pipeline_, GL_FRAGMENT_SHADER_BIT,
- color_fragment_program_);
- glCreateProgramPipelines(1, &depth_pipeline_);
- glUseProgramStages(depth_pipeline_, GL_VERTEX_SHADER_BIT, vertex_program_);
- glUseProgramStages(depth_pipeline_, GL_FRAGMENT_SHADER_BIT,
- depth_fragment_program_);
-
- glCreateBuffers(1, &vbo_);
- static const GLfloat vbo_data[] = {
- 0, 0, 1, 0, 0, 1, 1, 1,
- };
- glNamedBufferStorage(vbo_, sizeof(vbo_data), vbo_data, 0);
-
- glCreateVertexArrays(1, &vao_);
- glEnableVertexArrayAttrib(vao_, 0);
- glVertexArrayAttribBinding(vao_, 0, 0);
- glVertexArrayAttribFormat(vao_, 0, 2, GL_FLOAT, GL_FALSE, 0);
- glVertexArrayVertexBuffer(vao_, 0, vbo_, 0, sizeof(GLfloat) * 2);
-
- glCreateSamplers(1, &nearest_sampler_);
- glSamplerParameteri(nearest_sampler_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glSamplerParameteri(nearest_sampler_, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glSamplerParameteri(nearest_sampler_, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glSamplerParameteri(nearest_sampler_, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glCreateSamplers(1, &linear_sampler_);
- glSamplerParameteri(linear_sampler_, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glSamplerParameteri(linear_sampler_, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glSamplerParameteri(linear_sampler_, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glSamplerParameteri(linear_sampler_, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- glCreateFramebuffers(1, &scratch_framebuffer_);
-
- return true;
-}
-
-void Blitter::Shutdown() {
- glDeleteFramebuffers(1, &scratch_framebuffer_);
- glDeleteProgram(vertex_program_);
- glDeleteProgram(color_fragment_program_);
- glDeleteProgram(depth_fragment_program_);
- glDeleteProgramPipelines(1, &color_pipeline_);
- glDeleteProgramPipelines(1, &depth_pipeline_);
- glDeleteBuffers(1, &vbo_);
- glDeleteVertexArrays(1, &vao_);
- glDeleteSamplers(1, &nearest_sampler_);
- glDeleteSamplers(1, &linear_sampler_);
-}
-
-struct SavedState {
- GLboolean scissor_test_enabled;
- GLboolean depth_test_enabled;
- GLboolean depth_mask_enabled;
- GLint depth_func;
- GLboolean stencil_test_enabled;
- GLboolean cull_face_enabled;
- GLint cull_face;
- GLint front_face;
- GLint polygon_mode;
- GLboolean color_mask_0_enabled[4];
- GLboolean blend_0_enabled;
- GLint draw_buffer;
- GLfloat viewport[4];
- GLint program_pipeline;
- GLint vertex_array;
- GLint texture_0;
- GLint sampler_0;
-
- void Save() {
- scissor_test_enabled = glIsEnabled(GL_SCISSOR_TEST);
- depth_test_enabled = glIsEnabled(GL_DEPTH_TEST);
- glGetBooleanv(GL_DEPTH_WRITEMASK, &depth_mask_enabled);
- glGetIntegerv(GL_DEPTH_FUNC, &depth_func);
- stencil_test_enabled = glIsEnabled(GL_STENCIL_TEST);
- cull_face_enabled = glIsEnabled(GL_CULL_FACE);
- glGetIntegerv(GL_CULL_FACE_MODE, &cull_face);
- glGetIntegerv(GL_FRONT_FACE, &front_face);
- glGetIntegerv(GL_POLYGON_MODE, &polygon_mode);
- glGetBooleani_v(GL_COLOR_WRITEMASK, 0,
- reinterpret_cast<GLboolean*>(&color_mask_0_enabled));
- blend_0_enabled = glIsEnabledi(GL_BLEND, 0);
- glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &draw_buffer);
- glGetFloati_v(GL_VIEWPORT, 0, viewport);
- glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, &program_pipeline);
- glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &vertex_array);
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture_0);
- glGetIntegerv(GL_SAMPLER_BINDING, &sampler_0);
- }
-
- void Restore() {
- scissor_test_enabled ? glEnable(GL_SCISSOR_TEST)
- : glDisable(GL_SCISSOR_TEST);
- depth_test_enabled ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
- glDepthMask(depth_mask_enabled);
- glDepthFunc(depth_func);
- stencil_test_enabled ? glEnable(GL_STENCIL_TEST)
- : glDisable(GL_STENCIL_TEST);
- cull_face_enabled ? glEnable(GL_CULL_FACE) : glDisable(GL_CULL_FACE);
- glCullFace(cull_face);
- glFrontFace(front_face);
- glPolygonMode(GL_FRONT_AND_BACK, polygon_mode);
- glColorMaski(0, color_mask_0_enabled[0], color_mask_0_enabled[1],
- color_mask_0_enabled[2], color_mask_0_enabled[3]);
- blend_0_enabled ? glEnablei(GL_BLEND, 0) : glDisablei(GL_BLEND, 0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw_buffer);
- glViewportIndexedf(0, viewport[0], viewport[1], viewport[2], viewport[3]);
- glBindProgramPipeline(program_pipeline);
- glBindVertexArray(vertex_array);
- glBindTexture(GL_TEXTURE_2D, texture_0);
- glBindSampler(0, sampler_0);
- }
-};
-
-void Blitter::Draw(GLuint src_texture, Rect2D src_rect, Rect2D dest_rect,
- GLenum filter) {
- assert_not_zero(src_texture);
-
- glDisable(GL_SCISSOR_TEST);
- glDisable(GL_STENCIL_TEST);
- glDisablei(GL_BLEND, 0);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- glFrontFace(GL_CW);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glBindVertexArray(vao_);
- glBindTextures(0, 1, &src_texture);
- switch (filter) {
- default:
- case GL_NEAREST:
- glBindSampler(0, nearest_sampler_);
- break;
- case GL_LINEAR:
- glBindSampler(0, linear_sampler_);
- break;
- }
-
- glViewportIndexedf(0, GLfloat(dest_rect.x), GLfloat(dest_rect.y),
- GLfloat(dest_rect.width), GLfloat(dest_rect.height));
-
- // TODO(benvanik): avoid this?
- GLint src_texture_width;
- glGetTextureLevelParameteriv(src_texture, 0, GL_TEXTURE_WIDTH,
- &src_texture_width);
- GLint src_texture_height;
- glGetTextureLevelParameteriv(src_texture, 0, GL_TEXTURE_HEIGHT,
- &src_texture_height);
- glProgramUniform4f(vertex_program_, 0,
- src_rect.x / static_cast<float>(src_texture_width),
- src_rect.y / static_cast<float>(src_texture_height),
- src_rect.width / static_cast<float>(src_texture_width),
- src_rect.height / static_cast<float>(src_texture_height));
-
- // Useful for seeing the entire framebuffer/etc:
- // glProgramUniform4f(vertex_program_, 0, 0.0f, 0.0f, 1.0f, 1.0f);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-}
-
-void Blitter::BlitTexture2D(GLuint src_texture, Rect2D src_rect,
- Rect2D dest_rect, GLenum filter,
- bool swap_channels) {
- SavedState state;
- state.Save();
-
- glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glDisable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
- glStencilMask(0xFF);
- glBindProgramPipeline(color_pipeline_);
-
- glProgramUniform1i(color_fragment_program_, 2, swap_channels ? 1 : 0);
-
- Draw(src_texture, src_rect, dest_rect, filter);
-
- state.Restore();
-}
-
-void Blitter::CopyColorTexture2D(GLuint src_texture, Rect2D src_rect,
- GLuint dest_texture, Rect2D dest_rect,
- GLenum filter, bool swap_channels) {
- SavedState state;
- state.Save();
-
- glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glDisable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
- glBindProgramPipeline(color_pipeline_);
-
- glProgramUniform1i(color_fragment_program_, 2, swap_channels ? 1 : 0);
-
- glNamedFramebufferTexture(scratch_framebuffer_, GL_COLOR_ATTACHMENT0,
- dest_texture, 0);
- glNamedFramebufferDrawBuffer(scratch_framebuffer_, GL_COLOR_ATTACHMENT0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, scratch_framebuffer_);
- Draw(src_texture, src_rect, dest_rect, filter);
- glNamedFramebufferDrawBuffer(scratch_framebuffer_, GL_NONE);
- glNamedFramebufferTexture(scratch_framebuffer_, GL_COLOR_ATTACHMENT0, GL_NONE,
- 0);
-
- state.Restore();
-}
-
-void Blitter::CopyDepthTexture(GLuint src_texture, Rect2D src_rect,
- GLuint dest_texture, Rect2D dest_rect) {
- SavedState state;
- state.Save();
-
- glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_ALWAYS);
- glDepthMask(GL_TRUE);
- glBindProgramPipeline(depth_pipeline_);
-
- glNamedFramebufferTexture(scratch_framebuffer_, GL_DEPTH_STENCIL_ATTACHMENT,
- dest_texture, 0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, scratch_framebuffer_);
- Draw(src_texture, src_rect, dest_rect, GL_NEAREST);
- glNamedFramebufferTexture(scratch_framebuffer_, GL_DEPTH_STENCIL_ATTACHMENT,
- GL_NONE, 0);
-
- state.Restore();
-}
-
-} // namespace gl
-} // namespace ui
-} // namespace xe
diff --git a/src/xenia/ui/gl/blitter.h b/src/xenia/ui/gl/blitter.h
deleted file mode 100644
index 3080c6aaa..000000000
--- a/src/xenia/ui/gl/blitter.h
+++ /dev/null
@@ -1,70 +0,0 @@
-/**
- ******************************************************************************
- * 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. *
- ******************************************************************************
- */
-
-#ifndef XENIA_UI_GL_BLITTER_H_
-#define XENIA_UI_GL_BLITTER_H_
-
-#include <memory>
-
-#include "xenia/ui/gl/gl.h"
-
-namespace xe {
-namespace ui {
-namespace gl {
-
-struct Rect2D {
- int32_t x;
- int32_t y;
- int32_t width;
- int32_t height;
- Rect2D() : x(0), y(0), width(0), height(0) {}
- Rect2D(int32_t x_, int32_t y_, int32_t width_, int32_t height_)
- : x(x_), y(y_), width(width_), height(height_) {}
- int32_t right() const { return x + width; }
- int32_t bottom() const { return y + height; }
-};
-
-class Blitter {
- public:
- Blitter();
- ~Blitter();
-
- bool Initialize();
- void Shutdown();
-
- void BlitTexture2D(GLuint src_texture, Rect2D src_rect, Rect2D dest_rect,
- GLenum filter, bool swap_channels);
-
- void CopyColorTexture2D(GLuint src_texture, Rect2D src_rect,
- GLuint dest_texture, Rect2D dest_rect, GLenum filter,
- bool swap_channels);
- void CopyDepthTexture(GLuint src_texture, Rect2D src_rect,
- GLuint dest_texture, Rect2D dest_rect);
-
- private:
- void Draw(GLuint src_texture, Rect2D src_rect, Rect2D dest_rect,
- GLenum filter);
-
- GLuint vertex_program_;
- GLuint color_fragment_program_;
- GLuint depth_fragment_program_;
- GLuint color_pipeline_;
- GLuint depth_pipeline_;
- GLuint vbo_;
- GLuint vao_;
- GLuint nearest_sampler_;
- GLuint linear_sampler_;
- GLuint scratch_framebuffer_;
-};
-
-} // namespace gl
-} // namespace ui
-} // namespace xe
-
-#endif // XENIA_UI_GL_BLITTER_H_
diff --git a/src/xenia/ui/gl/circular_buffer.cc b/src/xenia/ui/gl/circular_buffer.cc
deleted file mode 100644
index 863b1bd2d..000000000
--- a/src/xenia/ui/gl/circular_buffer.cc
+++ /dev/null
@@ -1,139 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#include "xenia/ui/gl/circular_buffer.h"
-
-#include <algorithm>
-
-#include "xenia/base/assert.h"
-#include "xenia/base/math.h"
-
-namespace xe {
-namespace ui {
-namespace gl {
-
-CircularBuffer::CircularBuffer(size_t capacity, size_t alignment)
- : capacity_(capacity),
- alignment_(alignment),
- write_head_(0),
- dirty_start_(UINT64_MAX),
- dirty_end_(0),
- buffer_(0),
- gpu_base_(0),
- host_base_(nullptr) {}
-
-CircularBuffer::~CircularBuffer() { Shutdown(); }
-
-bool CircularBuffer::Initialize() {
- glCreateBuffers(1, &buffer_);
- glNamedBufferStorage(buffer_, capacity_, nullptr,
- GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
- host_base_ = reinterpret_cast<uint8_t*>(glMapNamedBufferRange(
- buffer_, 0, capacity_,
- GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_PERSISTENT_BIT));
- assert_not_null(host_base_);
- if (!host_base_) {
- return false;
- }
-
- return true;
-}
-
-void CircularBuffer::Shutdown() {
- if (!buffer_) {
- return;
- }
- glUnmapNamedBuffer(buffer_);
- glDeleteBuffers(1, &buffer_);
- buffer_ = 0;
-}
-
-bool CircularBuffer::CanAcquire(size_t length) {
- size_t aligned_length = xe::round_up(length, alignment_);
- return write_head_ + aligned_length <= capacity_;
-}
-
-CircularBuffer::Allocation CircularBuffer::Acquire(size_t length) {
- // Addresses must always be % 256.
- size_t aligned_length = xe::round_up(length, alignment_);
- assert_true(aligned_length <= capacity_, "Request too large");
- if (write_head_ + aligned_length > capacity_) {
- // Flush and wait.
- WaitUntilClean();
- }
-
- Allocation allocation;
- allocation.host_ptr = host_base_ + write_head_;
- allocation.gpu_ptr = gpu_base_ + write_head_;
- allocation.offset = write_head_;
- allocation.length = length;
- allocation.aligned_length = aligned_length;
- allocation.cache_key = 0;
- write_head_ += aligned_length;
- return allocation;
-}
-
-bool CircularBuffer::AcquireCached(uint32_t key, size_t length,
- Allocation* out_allocation) {
- uint64_t full_key = key | (length << 32);
- auto it = allocation_cache_.find(full_key);
- if (it != allocation_cache_.end()) {
- uintptr_t write_head = it->second;
- size_t aligned_length = xe::round_up(length, alignment_);
- out_allocation->host_ptr = host_base_ + write_head;
- out_allocation->gpu_ptr = gpu_base_ + write_head;
- out_allocation->offset = write_head;
- out_allocation->length = length;
- out_allocation->aligned_length = aligned_length;
- out_allocation->cache_key = full_key;
- return true;
- } else {
- *out_allocation = Acquire(length);
- out_allocation->cache_key = full_key;
- return false;
- }
-}
-
-void CircularBuffer::Discard(Allocation allocation) {
- write_head_ -= allocation.aligned_length;
-}
-
-void CircularBuffer::Commit(Allocation allocation) {
- uintptr_t start = allocation.gpu_ptr - gpu_base_;
- uintptr_t end = start + allocation.aligned_length;
- dirty_start_ = std::min(dirty_start_, start);
- dirty_end_ = std::max(dirty_end_, end);
- assert_true(dirty_end_ <= capacity_);
- if (allocation.cache_key) {
- allocation_cache_.insert({allocation.cache_key, allocation.offset});
- }
-}
-
-void CircularBuffer::Flush() {
- if (dirty_start_ == dirty_end_ || dirty_start_ == UINT64_MAX) {
- return;
- }
- glFlushMappedNamedBufferRange(buffer_, dirty_start_,
- dirty_end_ - dirty_start_);
- dirty_start_ = UINT64_MAX;
- dirty_end_ = 0;
-}
-
-void CircularBuffer::ClearCache() { allocation_cache_.clear(); }
-
-void CircularBuffer::WaitUntilClean() {
- Flush();
- glFinish();
- write_head_ = 0;
- ClearCache();
-}
-
-} // namespace gl
-} // namespace ui
-} // namespace xe
diff --git a/src/xenia/ui/gl/circular_buffer.h b/src/xenia/ui/gl/circular_buffer.h
deleted file mode 100644
index 3b9c119f8..000000000
--- a/src/xenia/ui/gl/circular_buffer.h
+++ /dev/null
@@ -1,71 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#ifndef XENIA_UI_GL_CIRCULAR_BUFFER_H_
-#define XENIA_UI_GL_CIRCULAR_BUFFER_H_
-
-#include <unordered_map>
-
-#include "xenia/ui/gl/gl.h"
-
-namespace xe {
-namespace ui {
-namespace gl {
-
-// TODO(benvanik): uh, make this circular.
-// TODO(benvanik): fences to prevent this from ever flushing.
-class CircularBuffer {
- public:
- CircularBuffer(size_t capacity, size_t alignment = 256);
- ~CircularBuffer();
-
- struct Allocation {
- void* host_ptr;
- GLuint64 gpu_ptr;
- size_t offset;
- size_t length;
- size_t aligned_length;
- uint64_t cache_key; // 0 if caching disabled.
- };
-
- bool Initialize();
- void Shutdown();
-
- GLuint handle() const { return buffer_; }
- GLuint64 gpu_handle() const { return gpu_base_; }
- size_t capacity() const { return capacity_; }
-
- bool CanAcquire(size_t length);
- Allocation Acquire(size_t length);
- bool AcquireCached(uint32_t key, size_t length, Allocation* out_allocation);
- void Discard(Allocation allocation);
- void Commit(Allocation allocation);
- void Flush();
- void ClearCache();
-
- void WaitUntilClean();
-
- private:
- size_t capacity_;
- size_t alignment_;
- uintptr_t write_head_;
- uintptr_t dirty_start_;
- uintptr_t dirty_end_;
- GLuint buffer_;
- GLuint64 gpu_base_;
- uint8_t* host_base_;
-
- std::unordered_map<uint64_t, uintptr_t> allocation_cache_;
-};
-
-} // namespace gl
-} // namespace ui
-} // namespace xe
-
-#endif // XENIA_UI_GL_CIRCULAR_BUFFER_H_
diff --git a/src/xenia/ui/gl/gl.h b/src/xenia/ui/gl/gl.h
deleted file mode 100644
index 796248803..000000000
--- a/src/xenia/ui/gl/gl.h
+++ /dev/null
@@ -1,32 +0,0 @@
-/**
- ******************************************************************************
- * 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. *
- ******************************************************************************
- */
-
-#ifndef XENIA_UI_GL_GL_H_
-#define XENIA_UI_GL_GL_H_
-
-#include "xenia/base/platform.h"
-
-#include "third_party/GL/glew.h"
-
-typedef struct GLEWContextStruct GLEWContext;
-extern "C" GLEWContext* glewGetContext();
-
-#if XE_PLATFORM_WIN32
-// We avoid including wglew.h here as it includes windows.h and pollutes the
-// global namespace. As we don't need wglew most places we only do that as
-// required.
-typedef struct WGLEWContextStruct WGLEWContext;
-extern "C" WGLEWContext* wglewGetContext();
-#elif XE_PLATFORM_LINUX
-typedef struct GLXEWContextStruct GLXEWContext;
-extern "C" GLXEWContext* glxewGetContext();
-
-#endif
-
-#endif // XENIA_UI_GL_GL_H_
diff --git a/src/xenia/ui/gl/gl_context.cc b/src/xenia/ui/gl/gl_context.cc
deleted file mode 100644
index afae0de6e..000000000
--- a/src/xenia/ui/gl/gl_context.cc
+++ /dev/null
@@ -1,268 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#include "xenia/ui/gl/gl_context.h"
-
-#include <gflags/gflags.h>
-
-#include <mutex>
-#include <string>
-
-#include "xenia/base/assert.h"
-#include "xenia/base/logging.h"
-#include "xenia/base/math.h"
-#include "xenia/base/profiling.h"
-#include "xenia/ui/gl/gl_immediate_drawer.h"
-#include "xenia/ui/window.h"
-
-DEFINE_bool(thread_safe_gl, false,
- "Only allow one GL context to be active at a time.");
-
-DEFINE_bool(disable_gl_context_reset, false,
- "Do not aggressively reset the GL context (helps with capture "
- "programs such as OBS or FRAPS).");
-
-DEFINE_bool(random_clear_color, false, "Randomizes GL clear color.");
-
-DEFINE_bool(gl_debug, false, "Enable OpenGL debug validation layer.");
-DEFINE_bool(gl_debug_output, false, "Dump ARB_debug_output to stderr.");
-DEFINE_bool(gl_debug_output_synchronous, true,
- "ARB_debug_output will synchronize to be thread safe.");
-
-namespace xe {
-namespace ui {
-namespace gl {
-
-std::recursive_mutex GLContext::global_gl_mutex_;
-
-void GLContext::FatalGLError(std::string error) {
- xe::FatalError(
- error +
- "\nEnsure you have the latest drivers for your GPU and that it supports "
- "OpenGL 4.5. See http://xenia.jp/faq/ for more information and a list"
- "of supported GPUs.");
-}
-
-GLContext::GLContext(GraphicsProvider* provider, Window* target_window)
- : GraphicsContext(provider, target_window) {}
-
-GLContext::~GLContext() {}
-
-void GLContext::AssertExtensionsPresent() {
- if (!MakeCurrent()) {
- FatalGLError("Unable to make GL context current.");
- return;
- }
-
- // Check shader version at least 4.5 (matching GL 4.5).
- auto glsl_version_raw =
- reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION));
- std::string glsl_version(glsl_version_raw);
- if (glsl_version.find("4.5") == std::string::npos &&
- glsl_version.find("4.6") == std::string::npos) {
- FatalGLError("OpenGL GLSL version 4.50 or higher is required.");
- return;
- }
-
- if (!GLEW_ARB_bindless_texture || !glMakeTextureHandleResidentARB) {
- FatalGLError("OpenGL extension ARB_bindless_texture is required.");
- return;
- }
-
- if (!GLEW_ARB_fragment_coord_conventions) {
- FatalGLError(
- "OpenGL extension ARB_fragment_coord_conventions is required.");
- return;
- }
-
- ClearCurrent();
-}
-
-void GLContext::DebugMessage(GLenum source, GLenum type, GLuint id,
- GLenum severity, GLsizei length,
- const GLchar* message) {
- const char* source_name = nullptr;
- switch (source) {
- case GL_DEBUG_SOURCE_API_ARB:
- source_name = "OpenGL";
- break;
- case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB:
- source_name = "Windows";
- break;
- case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB:
- source_name = "Shader Compiler";
- break;
- case GL_DEBUG_SOURCE_THIRD_PARTY_ARB:
- source_name = "Third Party";
- break;
- case GL_DEBUG_SOURCE_APPLICATION_ARB:
- source_name = "Application";
- break;
- case GL_DEBUG_SOURCE_OTHER_ARB:
- source_name = "Other";
- break;
- default:
- source_name = "(unknown source)";
- break;
- }
-
- const char* type_name = nullptr;
- switch (type) {
- case GL_DEBUG_TYPE_ERROR:
- type_name = "error";
- break;
- case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
- type_name = "deprecated behavior";
- break;
- case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
- type_name = "undefined behavior";
- break;
- case GL_DEBUG_TYPE_PORTABILITY:
- type_name = "portability";
- break;
- case GL_DEBUG_TYPE_PERFORMANCE:
- type_name = "performance";
- break;
- case GL_DEBUG_TYPE_OTHER:
- type_name = "message";
- break;
- case GL_DEBUG_TYPE_MARKER:
- type_name = "marker";
- break;
- case GL_DEBUG_TYPE_PUSH_GROUP:
- type_name = "push group";
- break;
- case GL_DEBUG_TYPE_POP_GROUP:
- type_name = "pop group";
- break;
- default:
- type_name = "(unknown type)";
- break;
- }
-
- const char* severity_name = nullptr;
- switch (severity) {
- case GL_DEBUG_SEVERITY_HIGH_ARB:
- severity_name = "high";
- break;
- case GL_DEBUG_SEVERITY_MEDIUM_ARB:
- severity_name = "medium";
- break;
- case GL_DEBUG_SEVERITY_LOW_ARB:
- severity_name = "low";
- break;
- case GL_DEBUG_SEVERITY_NOTIFICATION:
- severity_name = "notification";
- break;
- default:
- severity_name = "(unknown severity)";
- break;
- }
-
- XELOGE("GL4 %s: %s(%s) %d: %s", source_name, type_name, severity_name, id,
- message);
-}
-
-void GLAPIENTRY GLContext::DebugMessageThunk(GLenum source, GLenum type,
- GLuint id, GLenum severity,
- GLsizei length,
- const GLchar* message,
- GLvoid* user_param) {
- reinterpret_cast<GLContext*>(user_param)
- ->DebugMessage(source, type, id, severity, length, message);
-}
-
-void GLContext::SetupDebugging() {
- if (!FLAGS_gl_debug || !FLAGS_gl_debug_output) {
- return;
- }
-
- glEnable(GL_DEBUG_OUTPUT);
-
- // Synchronous output hurts, but is required if we want to line up the logs.
- if (FLAGS_gl_debug_output_synchronous) {
- glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
- } else {
- glDisable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
- }
-
- // Enable everything by default.
- glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL,
- GL_TRUE);
-
- // Disable annoying messages.
- GLuint disable_message_ids[] = {
- 0x00020004, // Usage warning: Generic vertex attribute array 0 uses a
- // pointer with a small value (0x0000000000000000). Is this
- // intended to be used as an offset into a buffer object?
- };
- glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_OTHER, GL_DONT_CARE,
- GLsizei(xe::countof(disable_message_ids)),
- disable_message_ids, GL_FALSE);
-
- // Callback will be made from driver threads.
- glDebugMessageCallback(reinterpret_cast<GLDEBUGPROC>(&DebugMessageThunk),
- this);
-}
-
-ImmediateDrawer* GLContext::immediate_drawer() {
- return immediate_drawer_.get();
-}
-
-bool GLContext::WasLost() {
- if (!robust_access_supported_) {
- // Can't determine if we lost the context.
- return false;
- }
-
- if (context_lost_) {
- return true;
- }
-
- auto status = glGetGraphicsResetStatusARB();
- if (status != GL_NO_ERROR) {
- // Graphics card reset.
- XELOGE("============= TDR detected on context %p! Context %s =============",
- handle(), status == GL_GUILTY_CONTEXT_RESET ? "guilty" : "innocent");
- context_lost_ = true;
- return true;
- }
-
- return false;
-}
-
-std::unique_ptr<RawImage> GLContext::Capture() {
- GraphicsContextLock lock(this);
-
- std::unique_ptr<RawImage> raw_image(new RawImage());
- raw_image->width = target_window_->width();
- raw_image->stride = raw_image->width * 4;
- raw_image->height = target_window_->height();
- raw_image->data.resize(raw_image->stride * raw_image->height);
-
- glReadPixels(0, 0, target_window_->width(), target_window_->height(), GL_RGBA,
- GL_UNSIGNED_BYTE, raw_image->data.data());
-
- // Flip vertically in-place.
- size_t yt = 0;
- size_t yb = (raw_image->height - 1) * raw_image->stride;
- while (yt < yb) {
- for (size_t i = 0; i < raw_image->stride; ++i) {
- std::swap(raw_image->data[yt + i], raw_image->data[yb + i]);
- }
- yt += raw_image->stride;
- yb -= raw_image->stride;
- }
-
- return raw_image;
-}
-
-} // namespace gl
-} // namespace ui
-} // namespace xe
diff --git a/src/xenia/ui/gl/gl_context.h b/src/xenia/ui/gl/gl_context.h
deleted file mode 100644
index d71e209b2..000000000
--- a/src/xenia/ui/gl/gl_context.h
+++ /dev/null
@@ -1,93 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#ifndef XENIA_UI_GL_GL_CONTEXT_H_
-#define XENIA_UI_GL_GL_CONTEXT_H_
-
-#include <gflags/gflags.h>
-
-#include <memory>
-#include <mutex>
-
-#include "xenia/ui/gl/blitter.h"
-#include "xenia/ui/gl/gl.h"
-#include "xenia/ui/graphics_context.h"
-
-DECLARE_bool(thread_safe_gl);
-
-DECLARE_bool(disable_gl_context_reset);
-
-DECLARE_bool(random_clear_color);
-
-DECLARE_bool(gl_debug);
-DECLARE_bool(gl_debug_output);
-DECLARE_bool(gl_debug_output_synchronous);
-
-namespace xe {
-namespace ui {
-namespace gl {
-
-class GLImmediateDrawer;
-class GLProvider;
-
-class GLContext : public GraphicsContext {
- public:
- ~GLContext() override;
-
- ImmediateDrawer* immediate_drawer() override;
-
- virtual bool is_current() override = 0;
- virtual bool MakeCurrent() override = 0;
- virtual void ClearCurrent() override = 0;
- bool WasLost() override;
-
- virtual void BeginSwap() override = 0;
- virtual void EndSwap() override = 0;
- std::unique_ptr<RawImage> Capture() override;
-
- Blitter* blitter() { return &blitter_; }
-
- protected:
- Blitter blitter_;
- std::unique_ptr<GLImmediateDrawer> immediate_drawer_;
-
- static std::recursive_mutex global_gl_mutex_;
- bool context_lost_ = false;
- bool robust_access_supported_ = false;
- static void FatalGLError(std::string error);
- virtual bool Initialize(GLContext* share_context) = 0;
- virtual void* handle() = 0;
- GLContext(GraphicsProvider* provider, Window* target_window);
- void SetupDebugging();
- void AssertExtensionsPresent();
- void DebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity,
- GLsizei length, const GLchar* message);
-
- private:
- friend class GLProvider;
-
- static std::unique_ptr<GLContext> Create(GraphicsProvider* provider,
- Window* target_window,
- GLContext* share_context = nullptr);
- static std::unique_ptr<GLContext> CreateOffscreen(GraphicsProvider* provider,
- GLContext* parent_context);
-
- private:
- static void GLAPIENTRY DebugMessageThunk(GLenum source, GLenum type,
- GLuint id, GLenum severity,
- GLsizei length,
- const GLchar* message,
- GLvoid* user_param);
-};
-
-} // namespace gl
-} // namespace ui
-} // namespace xe
-
-#endif // XENIA_UI_GL_GL_CONTEXT_H_
diff --git a/src/xenia/ui/gl/gl_context_win.cc b/src/xenia/ui/gl/gl_context_win.cc
deleted file mode 100644
index 0ca66146c..000000000
--- a/src/xenia/ui/gl/gl_context_win.cc
+++ /dev/null
@@ -1,315 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#include "xenia/ui/gl/gl_context_win.h"
-
-#include <gflags/gflags.h>
-
-#include <mutex>
-#include <string>
-
-#include "xenia/base/assert.h"
-#include "xenia/base/logging.h"
-#include "xenia/base/math.h"
-#include "xenia/base/platform_win.h"
-#include "xenia/base/profiling.h"
-#include "xenia/ui/gl/gl_immediate_drawer.h"
-#include "xenia/ui/window.h"
-
-#include "third_party/GL/wglew.h"
-
-namespace xe {
-namespace ui {
-namespace gl {
-
-thread_local GLEWContext* tls_glew_context_ = nullptr;
-thread_local WGLEWContext* tls_wglew_context_ = nullptr;
-extern "C" GLEWContext* glewGetContext() { return tls_glew_context_; }
-extern "C" WGLEWContext* wglewGetContext() { return tls_wglew_context_; }
-
-std::unique_ptr<GLContext> GLContext::Create(GraphicsProvider* provider,
- Window* target_window,
- GLContext* share_context) {
- auto context =
- std::unique_ptr<GLContext>(new WGLContext(provider, target_window));
- if (!context->Initialize(share_context)) {
- return nullptr;
- }
- context->AssertExtensionsPresent();
- return context;
-}
-
-std::unique_ptr<GLContext> GLContext::CreateOffscreen(
- GraphicsProvider* provider, GLContext* parent_context) {
- return WGLContext::CreateOffscreen(provider,
- static_cast<WGLContext*>(parent_context));
-}
-
-WGLContext::WGLContext(GraphicsProvider* provider, Window* target_window)
- : GLContext(provider, target_window) {
- glew_context_.reset(new GLEWContext());
- wglew_context_.reset(new WGLEWContext());
-}
-
-WGLContext::~WGLContext() {
- MakeCurrent();
- blitter_.Shutdown();
- immediate_drawer_.reset();
- ClearCurrent();
- if (glrc_) {
- wglDeleteContext(glrc_);
- }
- if (dc_) {
- ReleaseDC(HWND(target_window_->native_handle()), dc_);
- }
-}
-
-bool WGLContext::Initialize(GLContext* share_context_) {
- WGLContext* share_context = static_cast<WGLContext*>(share_context_);
- dc_ = GetDC(HWND(target_window_->native_handle()));
-
- PIXELFORMATDESCRIPTOR pfd = {0};
- pfd.nSize = sizeof(pfd);
- pfd.nVersion = 1;
- pfd.dwFlags = PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW;
- pfd.iPixelType = PFD_TYPE_RGBA;
- pfd.cColorBits = 32;
- pfd.cDepthBits = 32;
- pfd.iLayerType = PFD_MAIN_PLANE;
- int pixel_format = ChoosePixelFormat(dc_, &pfd);
- if (!pixel_format) {
- FatalGLError("Unable to choose pixel format.");
- return false;
- }
- if (!SetPixelFormat(dc_, pixel_format, &pfd)) {
- FatalGLError("Unable to set pixel format.");
- return false;
- }
-
- HGLRC temp_context = wglCreateContext(dc_);
- if (!temp_context) {
- FatalGLError("Unable to create temporary GL context.");
- return false;
- }
- wglMakeCurrent(dc_, temp_context);
-
- tls_glew_context_ = glew_context_.get();
- tls_wglew_context_ = wglew_context_.get();
- if (glewInit() != GLEW_OK) {
- FatalGLError("Unable to initialize GLEW.");
- return false;
- }
- if (wglewInit() != GLEW_OK) {
- FatalGLError("Unable to initialize WGLEW.");
- return false;
- }
-
- if (!WGLEW_ARB_create_context) {
- FatalGLError("WGL_ARG_create_context not supported by GL ICD.");
- return false;
- }
-
- if (GLEW_ARB_robustness) {
- robust_access_supported_ = true;
- }
-
- int context_flags = 0;
- if (FLAGS_gl_debug) {
- context_flags |= WGL_CONTEXT_DEBUG_BIT_ARB;
- }
- if (robust_access_supported_) {
- context_flags |= WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB;
- }
-
- int attrib_list[] = {
- WGL_CONTEXT_MAJOR_VERSION_ARB,
- 4,
- WGL_CONTEXT_MINOR_VERSION_ARB,
- 5,
- WGL_CONTEXT_FLAGS_ARB,
- context_flags,
- WGL_CONTEXT_PROFILE_MASK_ARB,
- WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
- WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB,
- robust_access_supported_ ? WGL_LOSE_CONTEXT_ON_RESET_ARB : 0,
- 0};
-
- glrc_ = wglCreateContextAttribsARB(
- dc_, share_context ? share_context->glrc_ : nullptr, attrib_list);
- wglMakeCurrent(nullptr, nullptr);
- wglDeleteContext(temp_context);
- if (!glrc_) {
- FatalGLError("Unable to create real GL context.");
- return false;
- }
-
- if (!MakeCurrent()) {
- FatalGLError("Could not make real GL context current.");
- return false;
- }
-
- XELOGI("Successfully created OpenGL context:");
- XELOGI(" GL_VENDOR: %s", glGetString(GL_VENDOR));
- XELOGI(" GL_VERSION: %s", glGetString(GL_VERSION));
- XELOGI(" GL_RENDERER: %s", glGetString(GL_RENDERER));
- XELOGI(" GL_SHADING_LANGUAGE_VERSION: %s",
- glGetString(GL_SHADING_LANGUAGE_VERSION));
-
- while (glGetError()) {
- // Clearing errors.
- }
-
- SetupDebugging();
-
- if (!blitter_.Initialize()) {
- FatalGLError("Unable to initialize blitter.");
- ClearCurrent();
- return false;
- }
-
- immediate_drawer_ = std::make_unique<GLImmediateDrawer>(this);
-
- ClearCurrent();
-
- return true;
-}
-
-std::unique_ptr<WGLContext> WGLContext::CreateOffscreen(
- GraphicsProvider* provider, WGLContext* parent_context) {
- assert_not_null(parent_context->glrc_);
-
- HGLRC new_glrc = nullptr;
- {
- GraphicsContextLock context_lock(parent_context);
-
- int context_flags = 0;
- if (FLAGS_gl_debug) {
- context_flags |= WGL_CONTEXT_DEBUG_BIT_ARB;
- }
-
- bool robust_access_supported = parent_context->robust_access_supported_;
- if (robust_access_supported) {
- context_flags |= WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB;
- }
-
- int attrib_list[] = {
- WGL_CONTEXT_MAJOR_VERSION_ARB,
- 4,
- WGL_CONTEXT_MINOR_VERSION_ARB,
- 5,
- WGL_CONTEXT_FLAGS_ARB,
- context_flags,
- WGL_CONTEXT_PROFILE_MASK_ARB,
- WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
- WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB,
- robust_access_supported ? WGL_LOSE_CONTEXT_ON_RESET_ARB : 0,
- 0};
- new_glrc = wglCreateContextAttribsARB(parent_context->dc_,
- parent_context->glrc_, attrib_list);
- if (!new_glrc) {
- FatalGLError("Could not create shared context.");
- return nullptr;
- }
- }
-
- auto new_context = std::unique_ptr<WGLContext>(
- new WGLContext(provider, parent_context->target_window_));
- new_context->glrc_ = new_glrc;
- new_context->dc_ =
- GetDC(HWND(parent_context->target_window_->native_handle()));
- new_context->robust_access_supported_ =
- parent_context->robust_access_supported_;
- if (!new_context->MakeCurrent()) {
- FatalGLError("Could not make new GL context current.");
- return nullptr;
- }
- if (!glGetString(GL_EXTENSIONS)) {
- new_context->ClearCurrent();
- FatalGLError("New GL context did not have extensions.");
- return nullptr;
- }
-
- if (glewInit() != GLEW_OK) {
- new_context->ClearCurrent();
- FatalGLError("Unable to initialize GLEW on shared context.");
- return nullptr;
- }
- if (wglewInit() != GLEW_OK) {
- new_context->ClearCurrent();
- FatalGLError("Unable to initialize WGLEW on shared context.");
- return nullptr;
- }
-
- new_context->SetupDebugging();
-
- if (!new_context->blitter_.Initialize()) {
- FatalGLError("Unable to initialize blitter on shared context.");
- return nullptr;
- }
-
- new_context->ClearCurrent();
-
- return new_context;
-}
-
-bool WGLContext::is_current() {
- return tls_glew_context_ == glew_context_.get();
-}
-
-bool WGLContext::MakeCurrent() {
- SCOPE_profile_cpu_f("gpu");
- if (FLAGS_thread_safe_gl) {
- global_gl_mutex_.lock();
- }
-
- if (!wglMakeCurrent(dc_, glrc_)) {
- if (FLAGS_thread_safe_gl) {
- global_gl_mutex_.unlock();
- }
- FatalGLError("Unable to make GL context current.");
- return false;
- }
- tls_glew_context_ = glew_context_.get();
- tls_wglew_context_ = wglew_context_.get();
- return true;
-}
-
-void WGLContext::ClearCurrent() {
- if (!FLAGS_disable_gl_context_reset) {
- wglMakeCurrent(nullptr, nullptr);
- }
- tls_glew_context_ = nullptr;
- tls_wglew_context_ = nullptr;
-
- if (FLAGS_thread_safe_gl) {
- global_gl_mutex_.unlock();
- }
-}
-
-void WGLContext::BeginSwap() {
- SCOPE_profile_cpu_i("gpu", "xe::ui::gl::WGLContext::BeginSwap");
- float clear_color[] = {238 / 255.0f, 238 / 255.0f, 238 / 255.0f, 1.0f};
- if (FLAGS_random_clear_color) {
- clear_color[0] =
- rand() / static_cast<float>(RAND_MAX); // NOLINT(runtime/threadsafe_fn)
- clear_color[1] = 1.0f;
- clear_color[2] = 0.0f;
- clear_color[3] = 1.0f;
- }
- glClearNamedFramebufferfv(0, GL_COLOR, 0, clear_color);
-}
-
-void WGLContext::EndSwap() {
- SCOPE_profile_cpu_i("gpu", "xe::ui::gl::WGLContext::EndSwap");
- SwapBuffers(dc_);
-}
-
-} // namespace gl
-} // namespace ui
-} // namespace xe
diff --git a/src/xenia/ui/gl/gl_context_win.h b/src/xenia/ui/gl/gl_context_win.h
deleted file mode 100644
index 772de4d3e..000000000
--- a/src/xenia/ui/gl/gl_context_win.h
+++ /dev/null
@@ -1,64 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#ifndef XENIA_UI_GL_WGL_CONTEXT_H_
-#define XENIA_UI_GL_WGL_CONTEXT_H_
-
-#include <gflags/gflags.h>
-
-#include <memory>
-
-#include "xenia/ui/gl/blitter.h"
-#include "xenia/ui/gl/gl.h"
-#include "xenia/ui/gl/gl_context.h"
-#include "xenia/ui/graphics_context.h"
-
-typedef struct HDC__* HDC;
-typedef struct HGLRC__* HGLRC;
-
-namespace xe {
-namespace ui {
-namespace gl {
-
-class GLImmediateDrawer;
-class GLProvider;
-
-class WGLContext : public GLContext {
- public:
- ~WGLContext() override;
-
- bool is_current() override;
- bool MakeCurrent() override;
- void ClearCurrent() override;
-
- void BeginSwap() override;
- void EndSwap() override;
-
- protected:
- friend class GLContext;
- WGLContext(GraphicsProvider* provider, Window* target_window);
- static std::unique_ptr<WGLContext> CreateOffscreen(
- GraphicsProvider* provider, WGLContext* parent_context);
-
- bool Initialize(GLContext* share_context) override;
- void* handle() override { return glrc_; }
-
- private:
- HDC dc_ = nullptr;
- HGLRC glrc_ = nullptr;
-
- std::unique_ptr<GLEWContext> glew_context_;
- std::unique_ptr<WGLEWContext> wglew_context_;
-};
-
-} // namespace gl
-} // namespace ui
-} // namespace xe
-
-#endif // XENIA_UI_GL_GL_CONTEXT_H_
diff --git a/src/xenia/ui/gl/gl_context_x11.cc b/src/xenia/ui/gl/gl_context_x11.cc
deleted file mode 100644
index fc4b3176b..000000000
--- a/src/xenia/ui/gl/gl_context_x11.cc
+++ /dev/null
@@ -1,323 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#include "xenia/ui/gl/gl_context_x11.h"
-
-#include <gflags/gflags.h>
-
-#include <gdk/gdkx.h>
-#include <mutex>
-#include <string>
-
-#include "third_party/GL/glxew.h"
-#include "xenia/base/assert.h"
-#include "xenia/base/logging.h"
-#include "xenia/base/math.h"
-#include "xenia/base/platform_linux.h"
-#include "xenia/base/profiling.h"
-#include "xenia/ui/gl/gl_immediate_drawer.h"
-#include "xenia/ui/window.h"
-
-namespace xe {
-namespace ui {
-namespace gl {
-
-thread_local GLEWContext* tls_glew_context_ = nullptr;
-thread_local GLXEWContext* tls_glxew_context_ = nullptr;
-extern "C" GLEWContext* glewGetContext() { return tls_glew_context_; }
-extern "C" GLXEWContext* glxewGetContext() { return tls_glxew_context_; }
-
-std::unique_ptr<GLContext> GLContext::Create(GraphicsProvider* provider,
- Window* target_window,
- GLContext* share_context) {
- auto context =
- std::unique_ptr<GLContext>(new GLXContext(provider, target_window));
- if (!context->Initialize(share_context)) {
- return nullptr;
- }
- context->AssertExtensionsPresent();
- return context;
-}
-
-std::unique_ptr<GLContext> GLContext::CreateOffscreen(
- GraphicsProvider* provider, GLContext* parent_context) {
- return GLXContext::CreateOffscreen(provider,
- static_cast<GLXContext*>(parent_context));
-}
-
-GLXContext::GLXContext(GraphicsProvider* provider, Window* target_window)
- : GLContext(provider, target_window) {
- glew_context_.reset(new GLEWContext());
- glxew_context_.reset(new GLXEWContext());
-}
-
-GLXContext::~GLXContext() {
- MakeCurrent();
- blitter_.Shutdown();
- immediate_drawer_.reset();
- ClearCurrent();
- if (glx_context_) {
- glXDestroyContext(disp_, glx_context_);
- }
- if (draw_area_) {
- gtk_widget_destroy(draw_area_);
- }
-}
-
-bool GLXContext::Initialize(GLContext* share_context) {
- GtkWidget* window = GTK_WIDGET(target_window_->native_handle());
- GtkWidget* draw_area = gtk_drawing_area_new();
- int32_t width;
- int32_t height;
- gtk_window_get_size(GTK_WINDOW(window), &width, &height);
- gtk_widget_set_size_request(draw_area, width, height);
- gtk_container_add(GTK_CONTAINER(window), draw_area);
- GdkVisual* visual = gdk_screen_get_system_visual(gdk_screen_get_default());
-
- GdkDisplay* gdk_display = gtk_widget_get_display(window);
- Display* display = gdk_x11_display_get_xdisplay(gdk_display);
- disp_ = display;
- ::Window root = gdk_x11_get_default_root_xwindow();
- static int vis_attrib_list[] = {GLX_RGBA, GLX_DEPTH_SIZE, 24,
- GLX_DOUBLEBUFFER, None};
- XVisualInfo* vi = glXChooseVisual(display, 0, vis_attrib_list);
- if (vi == NULL) {
- FatalGLError("No matching visuals for X display");
- return false;
- }
-
- cmap_ = XCreateColormap(display, root, vi->visual, AllocNone);
-
- ::GLXContext temp_context = glXCreateContext(display, vi, NULL, GL_TRUE);
- if (!temp_context) {
- FatalGLError("Unable to create temporary GLX context");
- return false;
- }
- xid_ = GDK_WINDOW_XID(gtk_widget_get_window(window));
- glXMakeCurrent(display, xid_, temp_context);
-
- tls_glew_context_ = glew_context_.get();
- tls_glxew_context_ = glxew_context_.get();
- if (glewInit() != GLEW_OK) {
- FatalGLError("Unable to initialize GLEW.");
- return false;
- }
- if (glxewInit() != GLEW_OK) {
- FatalGLError("Unable to initialize GLXEW.");
- return false;
- }
-
- if (!GLXEW_ARB_create_context) {
- FatalGLError("GLX_ARB_create_context not supported by GL ICD.");
- return false;
- }
-
- if (GLEW_ARB_robustness) {
- robust_access_supported_ = true;
- }
-
- int context_flags = 0;
- if (FLAGS_gl_debug) {
- context_flags |= GLX_CONTEXT_DEBUG_BIT_ARB;
- }
- if (robust_access_supported_) {
- context_flags |= GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB;
- }
-
- int attrib_list[] = {
- GLX_CONTEXT_MAJOR_VERSION_ARB,
- 4,
- GLX_CONTEXT_MINOR_VERSION_ARB,
- 5,
- GLX_CONTEXT_FLAGS_ARB,
- context_flags,
- GLX_CONTEXT_PROFILE_MASK_ARB,
- GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
- GLX_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB,
- robust_access_supported_ ? GLX_LOSE_CONTEXT_ON_RESET_ARB : 0,
- 0};
- GLXContext* share_context_glx = static_cast<GLXContext*>(share_context);
- glx_context_ = glXCreateContextAttribsARB(
- display, nullptr,
- share_context ? share_context_glx->glx_context_ : nullptr, True,
- attrib_list);
- glXMakeCurrent(display, 0, nullptr);
- glXDestroyContext(display, temp_context);
- if (!glx_context_) {
- FatalGLError("Unable to create real GL context.");
- return false;
- }
-
- if (!MakeCurrent()) {
- FatalGLError("Could not make real GL context current.");
- return false;
- }
-
- XELOGI("Successfully created OpenGL context:");
- XELOGI(" GL_VENDOR: %s", glGetString(GL_VENDOR));
- XELOGI(" GL_VERSION: %s", glGetString(GL_VERSION));
- XELOGI(" GL_RENDERER: %s", glGetString(GL_RENDERER));
- XELOGI(" GL_SHADING_LANGUAGE_VERSION: %s",
- glGetString(GL_SHADING_LANGUAGE_VERSION));
-
- while (glGetError()) {
- // Clearing errors.
- }
-
- SetupDebugging();
-
- if (!blitter_.Initialize()) {
- FatalGLError("Unable to initialize blitter.");
- ClearCurrent();
- return false;
- }
-
- immediate_drawer_ = std::make_unique<GLImmediateDrawer>(this);
-
- ClearCurrent();
-
- return true;
-}
-
-std::unique_ptr<GLXContext> GLXContext::CreateOffscreen(
- GraphicsProvider* provider, GLXContext* parent_context) {
- assert_not_null(parent_context->glx_context_);
-
- ::GLXContext new_glrc;
- {
- GraphicsContextLock context_lock(parent_context);
-
- int context_flags = 0;
- if (FLAGS_gl_debug) {
- context_flags |= GLX_CONTEXT_DEBUG_BIT_ARB;
- }
-
- bool robust_access_supported = parent_context->robust_access_supported_;
- if (robust_access_supported) {
- context_flags |= GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB;
- }
-
- int attrib_list[] = {
- GLX_CONTEXT_MAJOR_VERSION_ARB,
- 4,
- GLX_CONTEXT_MINOR_VERSION_ARB,
- 5,
- GLX_CONTEXT_FLAGS_ARB,
- context_flags,
- GLX_CONTEXT_PROFILE_MASK_ARB,
- GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
- GLX_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB,
- robust_access_supported ? GLX_LOSE_CONTEXT_ON_RESET_ARB : 0,
- 0};
- new_glrc = glXCreateContextAttribsARB(parent_context->disp_, nullptr,
- parent_context->glx_context_, True,
- attrib_list);
- if (!new_glrc) {
- FatalGLError("Could not create shared context.");
- return nullptr;
- }
- }
-
- auto new_context = std::unique_ptr<GLXContext>(
- new GLXContext(provider, parent_context->target_window_));
- new_context->glx_context_ = new_glrc;
- new_context->window_ = parent_context->window_;
- new_context->draw_area_ = parent_context->draw_area_;
- new_context->disp_ = parent_context->disp_;
- new_context->xid_ = parent_context->xid_;
- new_context->robust_access_supported_ =
- parent_context->robust_access_supported_;
- if (!new_context->MakeCurrent()) {
- FatalGLError("Could not make new GL context current.");
- return nullptr;
- }
- if (!glGetString(GL_EXTENSIONS)) {
- new_context->ClearCurrent();
- FatalGLError("New GL context did not have extensions.");
- return nullptr;
- }
-
- if (glewInit() != GLEW_OK) {
- new_context->ClearCurrent();
- FatalGLError("Unable to initialize GLEW on shared context.");
- return nullptr;
- }
- if (glxewInit() != GLEW_OK) {
- new_context->ClearCurrent();
- FatalGLError("Unable to initialize GLXEW on shared context.");
- return nullptr;
- }
-
- new_context->SetupDebugging();
-
- if (!new_context->blitter_.Initialize()) {
- FatalGLError("Unable to initialize blitter on shared context.");
- return nullptr;
- }
-
- new_context->ClearCurrent();
-
- return new_context;
-}
-
-bool GLXContext::is_current() {
- return tls_glew_context_ == glew_context_.get();
-}
-
-bool GLXContext::MakeCurrent() {
- SCOPE_profile_cpu_f("gpu");
- if (FLAGS_thread_safe_gl) {
- global_gl_mutex_.lock();
- }
-
- if (!glXMakeCurrent(disp_, xid_, glx_context_)) {
- if (FLAGS_thread_safe_gl) {
- global_gl_mutex_.unlock();
- }
- FatalGLError("Unable to make GL context current.");
- return false;
- }
- tls_glew_context_ = glew_context_.get();
- tls_glxew_context_ = glxew_context_.get();
- return true;
-}
-
-void GLXContext::ClearCurrent() {
- if (!FLAGS_disable_gl_context_reset) {
- glXMakeCurrent(disp_, 0, nullptr);
- }
- tls_glew_context_ = nullptr;
- tls_glxew_context_ = nullptr;
-
- if (FLAGS_thread_safe_gl) {
- global_gl_mutex_.unlock();
- }
-}
-
-void GLXContext::BeginSwap() {
- SCOPE_profile_cpu_i("gpu", "xe::ui::gl::GLXContext::BeginSwap");
- float clear_color[] = {238 / 255.0f, 238 / 255.0f, 238 / 255.0f, 1.0f};
- if (FLAGS_random_clear_color) {
- clear_color[0] =
- rand() / static_cast<float>(RAND_MAX); // NOLINT(runtime/threadsafe_fn)
- clear_color[1] = 1.0f;
- clear_color[2] = 0.0f;
- clear_color[3] = 1.0f;
- }
- glClearNamedFramebufferfv(0, GL_COLOR, 0, clear_color);
-}
-
-void GLXContext::EndSwap() {
- SCOPE_profile_cpu_i("gpu", "xe::ui::gl::GLXContext::EndSwap");
- glXSwapBuffers(disp_, xid_);
-}
-
-} // namespace gl
-} // namespace ui
-} // namespace xe
diff --git a/src/xenia/ui/gl/gl_context_x11.h b/src/xenia/ui/gl/gl_context_x11.h
deleted file mode 100644
index 6eea7fdb7..000000000
--- a/src/xenia/ui/gl/gl_context_x11.h
+++ /dev/null
@@ -1,69 +0,0 @@
-/**
- ******************************************************************************
- * Xenia : Xbox 360 Emulator Research Project *
- ******************************************************************************
- * Copyright 2014 Ben Vanik. All rights reserved. *
- * Released under the BSD license - see LICENSE in the root for more details. *
- ******************************************************************************
- */
-
-#ifndef XENIA_UI_GL_GLX_CONTEXT_H_
-#define XENIA_UI_GL_GLX_CONTEXT_H_
-
-#include <gflags/gflags.h>
-
-#include <memory>
-
-#include "third_party/GL/glxew.h"
-#include "xenia/base/platform_linux.h"
-#include "xenia/ui/gl/blitter.h"
-#include "xenia/ui/gl/gl.h"
-#include "xenia/ui/gl/gl_context.h"
-#include "xenia/ui/graphics_context.h"
-
-DECLARE_bool(thread_safe_gl);
-
-namespace xe {
-namespace ui {
-namespace gl {
-
-class GLImmediateDrawer;
-class GLProvider;
-
-class GLXContext : public GLContext {
- public:
- ~GLXContext() override;
-
- bool is_current() override;
-
- bool MakeCurrent() override;
- void ClearCurrent() override;
-
- void BeginSwap() override;
- void EndSwap() override;
-
- protected:
- static std::unique_ptr<GLXContext> CreateOffscreen(
- GraphicsProvider* provider, GLXContext* parent_context);
-
- bool Initialize(GLContext* share_context) override;
- void* handle() override { return glx_context_; }
-
- private:
- friend class GLContext;
- GLXContext(GraphicsProvider* provider, Window* target_window);
- std::unique_ptr<GLEWContext> glew_context_;
- std::unique_ptr<GLXEWContext> glxew_context_;
- ::GLXContext glx_context_;
- GtkWidget* window_;
- GtkWidget* draw_area_;
- Colormap cmap_;
- Display* disp_;
- int xid_;
-};
-
-} // namespace gl
-} // namespace ui
-} // namespace xe
-
-#endif // XENIA_UI_GL_GL_CONTEXT_H_
diff --git a/src/xenia/ui/gl/gl_immediate_drawer.cc b/src/xenia/ui/gl/gl_immediate_drawer.cc
deleted file mode 100644
index 998ff7c50..000000000
--- a/src/xenia/ui/gl/gl_immediate_drawer.cc
+++ /dev/null
@@ -1,283 +0,0 @@
-/**
- ******************************************************************************
- * 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/gl_immediate_drawer.h"
-
-#include <string>
-
-#include "xenia/base/assert.h"
-#include "xenia/ui/graphics_context.h"
-
-namespace xe {
-namespace ui {
-namespace gl {
-
-constexpr uint32_t kMaxDrawVertices = 64 * 1024;
-constexpr uint32_t kMaxDrawIndices = 64 * 1024;
-
-class GLImmediateTexture : public ImmediateTexture {
- public:
- GLImmediateTexture(uint32_t width, uint32_t height,
- ImmediateTextureFilter filter, bool repeat)
- : ImmediateTexture(width, height) {
- GLuint gl_handle;
- glCreateTextures(GL_TEXTURE_2D, 1, &gl_handle);
-
- GLenum gl_filter = GL_NEAREST;
- switch (filter) {
- case ImmediateTextureFilter::kNearest:
- gl_filter = GL_NEAREST;
- break;
- case ImmediateTextureFilter::kLinear:
- gl_filter = GL_LINEAR;
- break;
- }
- glTextureParameteri(gl_handle, GL_TEXTURE_MIN_FILTER, gl_filter);
- glTextureParameteri(gl_handle, GL_TEXTURE_MAG_FILTER, gl_filter);
-
- glTextureParameteri(gl_handle, GL_TEXTURE_WRAP_S,
- repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE);
- glTextureParameteri(gl_handle, GL_TEXTURE_WRAP_T,
- repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE);
-
- glTextureStorage2D(gl_handle, 1, GL_RGBA8, width, height);
-
- handle = static_cast<uintptr_t>(gl_handle);
- }
-
- ~GLImmediateTexture() override {
- GLuint gl_handle = static_cast<GLuint>(handle);
- glDeleteTextures(1, &gl_handle);
- }
-};
-
-GLImmediateDrawer::GLImmediateDrawer(GraphicsContext* graphics_context)
- : ImmediateDrawer(graphics_context) {
- glCreateBuffers(1, &vertex_buffer_);
- glNamedBufferStorage(vertex_buffer_,
- kMaxDrawVertices * sizeof(ImmediateVertex), nullptr,
- GL_DYNAMIC_STORAGE_BIT);
- glCreateBuffers(1, &index_buffer_);
- glNamedBufferStorage(index_buffer_, kMaxDrawIndices * sizeof(uint16_t),
- nullptr, GL_DYNAMIC_STORAGE_BIT);
-
- glCreateVertexArrays(1, &vao_);
- glEnableVertexArrayAttrib(vao_, 0);
- glVertexArrayAttribBinding(vao_, 0, 0);
- glVertexArrayAttribFormat(vao_, 0, 2, GL_FLOAT, GL_FALSE,
- offsetof(ImmediateVertex, x));
- glEnableVertexArrayAttrib(vao_, 1);
- glVertexArrayAttribBinding(vao_, 1, 0);
- glVertexArrayAttribFormat(vao_, 1, 2, GL_FLOAT, GL_FALSE,
- offsetof(ImmediateVertex, u));
- glEnableVertexArrayAttrib(vao_, 2);
- glVertexArrayAttribBinding(vao_, 2, 0);
- glVertexArrayAttribFormat(vao_, 2, 4, GL_UNSIGNED_BYTE, GL_TRUE,
- offsetof(ImmediateVertex, color));
- glVertexArrayVertexBuffer(vao_, 0, vertex_buffer_, 0,
- sizeof(ImmediateVertex));
-
- InitializeShaders();
-}
-
-GLImmediateDrawer::~GLImmediateDrawer() {
- GraphicsContextLock lock(graphics_context_);
- glDeleteBuffers(1, &vertex_buffer_);
- glDeleteBuffers(1, &index_buffer_);
- glDeleteVertexArrays(1, &vao_);
- glDeleteProgram(program_);
-}
-
-void GLImmediateDrawer::InitializeShaders() {
- const std::string header =
- R"(
-#version 450
-#extension GL_ARB_explicit_uniform_location : require
-#extension GL_ARB_shading_language_420pack : require
-precision highp float;
-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 vec2 in_uv;
-layout(location = 2) in vec4 in_color;
-layout(location = 0) out vec2 vtx_uv;
-layout(location = 1) out vec4 vtx_color;
-void main() {
- gl_Position = projection_matrix * vec4(in_pos.xy, 0.0, 1.0);
- vtx_uv = in_uv;
- vtx_color = in_color;
-})";
- const std::string fragment_shader_source = header +
- R"(
-layout(location = 1) uniform sampler2D texture_sampler;
-layout(location = 2) uniform int restrict_texture_samples;
-layout(location = 0) in vec2 vtx_uv;
-layout(location = 1) in vec4 vtx_color;
-layout(location = 0) out vec4 out_color;
-void main() {
- out_color = vtx_color;
- if (restrict_texture_samples == 0 || vtx_uv.x <= 1.0) {
- vec4 tex_color = texture(texture_sampler, vtx_uv);
- out_color *= tex_color;
- // TODO(benvanik): microprofiler shadows.
- }
-})";
-
- 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);
-}
-
-std::unique_ptr<ImmediateTexture> GLImmediateDrawer::CreateTexture(
- uint32_t width, uint32_t height, ImmediateTextureFilter filter, bool repeat,
- const uint8_t* data) {
- GraphicsContextLock lock(graphics_context_);
- auto texture =
- std::make_unique<GLImmediateTexture>(width, height, filter, repeat);
- if (data) {
- UpdateTexture(texture.get(), data);
- }
- return std::unique_ptr<ImmediateTexture>(texture.release());
-}
-
-void GLImmediateDrawer::UpdateTexture(ImmediateTexture* texture,
- const uint8_t* data) {
- GraphicsContextLock lock(graphics_context_);
- glTextureSubImage2D(static_cast<GLuint>(texture->handle), 0, 0, 0,
- texture->width, texture->height, GL_RGBA,
- GL_UNSIGNED_BYTE, data);
-}
-
-void GLImmediateDrawer::Begin(int render_target_width,
- int render_target_height) {
- was_current_ = graphics_context_->is_current();
- if (!was_current_) {
- graphics_context_->MakeCurrent();
- }
-
- // Setup render state.
- glEnablei(GL_BLEND, 0);
- glBlendEquationi(0, GL_FUNC_ADD);
- glBlendFunci(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_SCISSOR_TEST);
-
- // Prepare drawing resources.
- glUseProgram(program_);
- glBindVertexArray(vao_);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer_);
-
- // Setup orthographic projection matrix and viewport.
- const float ortho_projection[4][4] = {
- {2.0f / render_target_width, 0.0f, 0.0f, 0.0f},
- {0.0f, 2.0f / -render_target_height, 0.0f, 0.0f},
- {0.0f, 0.0f, -1.0f, 0.0f},
- {-1.0f, 1.0f, 0.0f, 1.0f},
- };
- glProgramUniformMatrix4fv(program_, 0, 1, GL_FALSE, &ortho_projection[0][0]);
- glViewport(0, 0, render_target_width, render_target_height);
-}
-
-void GLImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
- assert_true(batch.vertex_count <= kMaxDrawVertices);
- glNamedBufferSubData(vertex_buffer_, 0,
- batch.vertex_count * sizeof(ImmediateVertex),
- batch.vertices);
- if (batch.indices) {
- assert_true(batch.index_count <= kMaxDrawIndices);
- glNamedBufferSubData(index_buffer_, 0, batch.index_count * sizeof(uint16_t),
- batch.indices);
- }
-
- batch_has_index_buffer_ = !!batch.indices;
-}
-
-void GLImmediateDrawer::Draw(const ImmediateDraw& draw) {
- if (draw.scissor) {
- glEnable(GL_SCISSOR_TEST);
- glScissorIndexed(0, draw.scissor_rect[0], draw.scissor_rect[1],
- draw.scissor_rect[2], draw.scissor_rect[3]);
- } else {
- glDisable(GL_SCISSOR_TEST);
- }
-
- if (draw.alpha_blend) {
- glEnablei(GL_BLEND, 0);
- glBlendEquationi(0, GL_FUNC_ADD);
- glBlendFunci(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- } else {
- glDisablei(GL_BLEND, 0);
- }
-
- if (draw.texture_handle) {
- glBindTextureUnit(0, static_cast<GLuint>(draw.texture_handle));
- } else {
- glBindTextureUnit(0, 0);
- }
- glProgramUniform1i(program_, 2, draw.restrict_texture_samples ? 1 : 0);
-
- GLenum mode = GL_TRIANGLES;
- switch (draw.primitive_type) {
- case ImmediatePrimitiveType::kLines:
- mode = GL_LINES;
- break;
- case ImmediatePrimitiveType::kTriangles:
- mode = GL_TRIANGLES;
- break;
- }
-
- if (batch_has_index_buffer_) {
- glDrawElementsBaseVertex(
- mode, draw.count, GL_UNSIGNED_SHORT,
- reinterpret_cast<void*>(draw.index_offset * sizeof(uint16_t)),
- draw.base_vertex);
- } else {
- glDrawArrays(mode, draw.base_vertex, draw.count);
- }
-}
-
-void GLImmediateDrawer::EndDrawBatch() { glFlush(); }
-
-void GLImmediateDrawer::End() {
- // Restore modified state.
- glDisable(GL_SCISSOR_TEST);
- glBindTextureUnit(0, 0);
- glUseProgram(0);
- glBindVertexArray(0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
- if (!was_current_) {
- graphics_context_->ClearCurrent();
- }
-}
-
-} // namespace gl
-} // namespace ui
-} // namespace xe
diff --git a/src/xenia/ui/gl/gl_immediate_drawer.h b/src/xenia/ui/gl/gl_immediate_drawer.h
deleted file mode 100644
index e9e02798e..000000000
--- a/src/xenia/ui/gl/gl_immediate_drawer.h
+++ /dev/null
@@ -1,56 +0,0 @@
-/**
- ******************************************************************************
- * 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. *
- ******************************************************************************
- */
-
-#ifndef XENIA_UI_GL_GL_IMMEDIATE_DRAWER_H_
-#define XENIA_UI_GL_GL_IMMEDIATE_DRAWER_H_
-
-#include <memory>
-
-#include "xenia/ui/gl/gl.h"
-#include "xenia/ui/immediate_drawer.h"
-
-namespace xe {
-namespace ui {
-namespace gl {
-
-class GLImmediateDrawer : public ImmediateDrawer {
- public:
- GLImmediateDrawer(GraphicsContext* graphics_context);
- ~GLImmediateDrawer() override;
-
- std::unique_ptr<ImmediateTexture> CreateTexture(uint32_t width,
- uint32_t height,
- ImmediateTextureFilter filter,
- bool repeat,
- const uint8_t* data) override;
- void UpdateTexture(ImmediateTexture* texture, const uint8_t* data) override;
-
- void Begin(int render_target_width, int render_target_height) override;
- void BeginDrawBatch(const ImmediateDrawBatch& batch) override;
- void Draw(const ImmediateDraw& draw) override;
- void EndDrawBatch() override;
- void End() override;
-
- private:
- void InitializeShaders();
-
- GLuint program_ = 0;
- GLuint vao_ = 0;
- GLuint vertex_buffer_ = 0;
- GLuint index_buffer_ = 0;
-
- bool was_current_ = false;
- bool batch_has_index_buffer_ = false;
-};
-
-} // namespace gl
-} // namespace ui
-} // namespace xe
-
-#endif // XENIA_UI_GL_GL_IMMEDIATE_DRAWER_H_
diff --git a/src/xenia/ui/gl/gl_provider.cc b/src/xenia/ui/gl/gl_provider.cc
deleted file mode 100644
index b53bc9696..000000000
--- a/src/xenia/ui/gl/gl_provider.cc
+++ /dev/null
@@ -1,49 +0,0 @@
-/**
- ******************************************************************************
- * 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/gl_provider.h"
-
-#include "xenia/ui/gl/gl_context.h"
-#include "xenia/ui/window.h"
-
-namespace xe {
-namespace ui {
-namespace gl {
-
-std::unique_ptr<GraphicsProvider> GLProvider::Create(Window* main_window) {
- std::unique_ptr<GLProvider> provider(new GLProvider(main_window));
-
- //
-
- return std::unique_ptr<GraphicsProvider>(provider.release());
-}
-
-GLProvider::GLProvider(Window* main_window) : GraphicsProvider(main_window) {}
-
-GLProvider::~GLProvider() = default;
-
-std::unique_ptr<GraphicsContext> GLProvider::CreateContext(
- Window* target_window) {
- auto share_context = main_window_->context();
- return std::unique_ptr<GraphicsContext>(
- GLContext::Create(this, target_window,
- static_cast<GLContext*>(share_context))
- .release());
-}
-
-std::unique_ptr<GraphicsContext> GLProvider::CreateOffscreenContext() {
- auto share_context = main_window_->context();
- return std::unique_ptr<GraphicsContext>(
- GLContext::CreateOffscreen(this, static_cast<GLContext*>(share_context))
- .release());
-}
-
-} // namespace gl
-} // namespace ui
-} // namespace xe
diff --git a/src/xenia/ui/gl/gl_provider.h b/src/xenia/ui/gl/gl_provider.h
deleted file mode 100644
index 5c3303f32..000000000
--- a/src/xenia/ui/gl/gl_provider.h
+++ /dev/null
@@ -1,40 +0,0 @@
-/**
- ******************************************************************************
- * 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. *
- ******************************************************************************
- */
-
-#ifndef XENIA_UI_GL_GL_PROVIDER_H_
-#define XENIA_UI_GL_GL_PROVIDER_H_
-
-#include <memory>
-
-#include "xenia/ui/graphics_provider.h"
-
-namespace xe {
-namespace ui {
-namespace gl {
-
-class GLProvider : public GraphicsProvider {
- public:
- ~GLProvider() override;
-
- static std::unique_ptr<GraphicsProvider> Create(Window* main_window);
-
- std::unique_ptr<GraphicsContext> CreateContext(
- Window* target_window) override;
-
- std::unique_ptr<GraphicsContext> CreateOffscreenContext() override;
-
- protected:
- explicit GLProvider(Window* main_window);
-};
-
-} // namespace gl
-} // namespace ui
-} // namespace xe
-
-#endif // XENIA_UI_GL_GL_PROVIDER_H_
diff --git a/src/xenia/ui/gl/gl_window_demo.cc b/src/xenia/ui/gl/gl_window_demo.cc
deleted file mode 100644
index 6b39ab40f..000000000
--- a/src/xenia/ui/gl/gl_window_demo.cc
+++ /dev/null
@@ -1,30 +0,0 @@
-/**
- ******************************************************************************
- * 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 <string>
-#include <vector>
-
-#include "xenia/base/main.h"
-#include "xenia/ui/gl/gl_provider.h"
-#include "xenia/ui/window.h"
-
-namespace xe {
-namespace ui {
-
-int window_demo_main(const std::vector<std::wstring>& args);
-
-std::unique_ptr<GraphicsProvider> CreateDemoGraphicsProvider(Window* window) {
- return xe::ui::gl::GLProvider::Create(window);
-}
-
-} // namespace ui
-} // namespace xe
-
-DEFINE_ENTRY_POINT(L"xenia-ui-window-gl-demo", L"xenia-ui-window-gl-demo",
- xe::ui::window_demo_main);
diff --git a/src/xenia/ui/gl/premake5.lua b/src/xenia/ui/gl/premake5.lua
deleted file mode 100644
index c562290a8..000000000
--- a/src/xenia/ui/gl/premake5.lua
+++ /dev/null
@@ -1,65 +0,0 @@
-project_root = "../../../.."
-include(project_root.."/tools/build")
-
-group("src")
-project("xenia-ui-gl")
- uuid("623300e3-0085-4ccc-af46-d60e88cb43aa")
- kind("StaticLib")
- language("C++")
- links({
- "glew",
- "xenia-base",
- "xenia-ui",
- })
- defines({
- "GLEW_STATIC=1",
- "GLEW_MX=1",
- })
- includedirs({
- project_root.."/third_party/gflags/src",
- })
- local_platform_files()
- removefiles({"*_demo.cc"})
-
-group("demos")
-project("xenia-ui-window-gl-demo")
- uuid("e0a687e5-d1f4-4c18-b2f7-012c53ec1ee4")
- kind("WindowedApp")
- language("C++")
- links({
- "gflags",
- "glew",
- "imgui",
- "xenia-base",
- "xenia-ui",
- "xenia-ui-gl",
- })
- filter("platforms:Linux")
- links({
- "X11",
- "xcb",
- "X11-xcb",
- "GL",
- "vulkan",
- })
- filter()
- flags({
- "WinMain", -- Use WinMain instead of main.
- })
- defines({
- "GLEW_STATIC=1",
- "GLEW_MX=1",
- })
- includedirs({
- project_root.."/third_party/gflags/src",
- })
- files({
- "../window_demo.cc",
- "gl_window_demo.cc",
- project_root.."/src/xenia/base/main_"..platform_suffix..".cc",
- })
- files({
- })
- resincludedirs({
- project_root,
- })