1 // Copyright 2014 Citra Emulator Project
2 // Licensed under GPLv2 or any later version
3 // Refer to the license.txt file included.
4 
5 #include <algorithm>
6 #include <array>
7 #include <condition_variable>
8 #include <cstddef>
9 #include <cstdlib>
10 #include <deque>
11 #include <memory>
12 #include <mutex>
13 #include <glad/glad.h>
14 #include <queue>
15 #include "common/assert.h"
16 #include "common/bit_field.h"
17 #include "common/logging/log.h"
18 #include "common/microprofile.h"
19 #include "core/core.h"
20 #include "core/core_timing.h"
21 #include "core/dumping/backend.h"
22 #include "core/frontend/emu_window.h"
23 #include "core/frontend/framebuffer_layout.h"
24 #include "core/hw/gpu.h"
25 #include "core/hw/hw.h"
26 #include "core/hw/lcd.h"
27 #include "core/memory.h"
28 #include "core/settings.h"
29 #include "core/tracer/recorder.h"
30 #include "video_core/debug_utils/debug_utils.h"
31 #include "video_core/rasterizer_interface.h"
32 #include "video_core/renderer_opengl/gl_state.h"
33 #include "video_core/renderer_opengl/gl_vars.h"
34 #include "video_core/renderer_opengl/post_processing_opengl.h"
35 #include "video_core/renderer_opengl/renderer_opengl.h"
36 #include "video_core/video_core.h"
37 
38 namespace OpenGL {
39 
40 // If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
41 // to wait on available presentation frames. There doesn't seem to be much of a downside to a larger
42 // number but 9 swap textures at 60FPS presentation allows for 800% speed so thats probably fine
43 #ifdef ANDROID
44 // Reduce the size of swap_chain, since the UI only allows upto 200% speed.
45 constexpr std::size_t SWAP_CHAIN_SIZE = 6;
46 #else
47 constexpr std::size_t SWAP_CHAIN_SIZE = 9;
48 #endif
49 
50 class OGLTextureMailboxException : public std::runtime_error {
51 public:
52     using std::runtime_error::runtime_error;
53 };
54 
55 class OGLTextureMailbox : public Frontend::TextureMailbox {
56 public:
57     std::mutex swap_chain_lock;
58     std::condition_variable free_cv;
59     std::condition_variable present_cv;
60     std::array<Frontend::Frame, SWAP_CHAIN_SIZE> swap_chain{};
61     std::queue<Frontend::Frame*> free_queue{};
62     std::deque<Frontend::Frame*> present_queue{};
63     Frontend::Frame* previous_frame = nullptr;
64 
OGLTextureMailbox()65     OGLTextureMailbox() {
66         for (auto& frame : swap_chain) {
67             free_queue.push(&frame);
68         }
69     }
70 
~OGLTextureMailbox()71     ~OGLTextureMailbox() override {
72         // lock the mutex and clear out the present and free_queues and notify any people who are
73         // blocked to prevent deadlock on shutdown
74         std::scoped_lock lock(swap_chain_lock);
75         std::queue<Frontend::Frame*>().swap(free_queue);
76         present_queue.clear();
77         present_cv.notify_all();
78         free_cv.notify_all();
79     }
80 
ReloadPresentFrame(Frontend::Frame * frame,u32 height,u32 width)81     void ReloadPresentFrame(Frontend::Frame* frame, u32 height, u32 width) override {
82         frame->present.Release();
83         frame->present.Create();
84         GLint previous_draw_fbo{};
85         glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &previous_draw_fbo);
86         glBindFramebuffer(GL_FRAMEBUFFER, frame->present.handle);
87         glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
88                                   frame->color.handle);
89         if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
90             LOG_CRITICAL(Render_OpenGL, "Failed to recreate present FBO!");
91         }
92         glBindFramebuffer(GL_DRAW_FRAMEBUFFER, previous_draw_fbo);
93         frame->color_reloaded = false;
94     }
95 
ReloadRenderFrame(Frontend::Frame * frame,u32 width,u32 height)96     void ReloadRenderFrame(Frontend::Frame* frame, u32 width, u32 height) override {
97         OpenGLState prev_state = OpenGLState::GetCurState();
98         OpenGLState state = OpenGLState::GetCurState();
99 
100         // Recreate the color texture attachment
101         frame->color.Release();
102         frame->color.Create();
103         state.renderbuffer = frame->color.handle;
104         state.Apply();
105         glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
106 
107         // Recreate the FBO for the render target
108         frame->render.Release();
109         frame->render.Create();
110         state.draw.read_framebuffer = frame->render.handle;
111         state.draw.draw_framebuffer = frame->render.handle;
112         state.Apply();
113         glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
114                                   frame->color.handle);
115         if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
116             LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
117         }
118         prev_state.Apply();
119         frame->width = width;
120         frame->height = height;
121         frame->color_reloaded = true;
122     }
123 
GetRenderFrame()124     Frontend::Frame* GetRenderFrame() override {
125         std::unique_lock<std::mutex> lock(swap_chain_lock);
126 
127         // If theres no free frames, we will reuse the oldest render frame
128         if (free_queue.empty()) {
129             auto frame = present_queue.back();
130             present_queue.pop_back();
131             return frame;
132         }
133 
134         Frontend::Frame* frame = free_queue.front();
135         free_queue.pop();
136         return frame;
137     }
138 
ReleaseRenderFrame(Frontend::Frame * frame)139     void ReleaseRenderFrame(Frontend::Frame* frame) override {
140         std::unique_lock<std::mutex> lock(swap_chain_lock);
141         present_queue.push_front(frame);
142         present_cv.notify_one();
143     }
144 
145     // This is virtual as it is to be overriden in OGLVideoDumpingMailbox below.
LoadPresentFrame()146     virtual void LoadPresentFrame() {
147         // free the previous frame and add it back to the free queue
148         if (previous_frame) {
149             free_queue.push(previous_frame);
150             free_cv.notify_one();
151         }
152 
153         // the newest entries are pushed to the front of the queue
154         Frontend::Frame* frame = present_queue.front();
155         present_queue.pop_front();
156         // remove all old entries from the present queue and move them back to the free_queue
157         for (auto f : present_queue) {
158             free_queue.push(f);
159         }
160         present_queue.clear();
161         previous_frame = frame;
162     }
163 
TryGetPresentFrame(int timeout_ms)164     Frontend::Frame* TryGetPresentFrame(int timeout_ms) override {
165         std::unique_lock<std::mutex> lock(swap_chain_lock);
166         // wait for new entries in the present_queue
167         present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
168                             [&] { return !present_queue.empty(); });
169         if (present_queue.empty()) {
170             // timed out waiting for a frame to draw so return the previous frame
171             return previous_frame;
172         }
173 
174         LoadPresentFrame();
175         return previous_frame;
176     }
177 };
178 
179 /// This mailbox is different in that it will never discard rendered frames
180 class OGLVideoDumpingMailbox : public OGLTextureMailbox {
181 public:
182     bool quit = false;
183 
GetRenderFrame()184     Frontend::Frame* GetRenderFrame() override {
185         std::unique_lock<std::mutex> lock(swap_chain_lock);
186 
187         // If theres no free frames, we will wait until one shows up
188         if (free_queue.empty()) {
189             free_cv.wait(lock, [&] { return (!free_queue.empty() || quit); });
190             if (quit) {
191                 throw OGLTextureMailboxException("VideoDumpingMailbox quitting");
192             }
193 
194             if (free_queue.empty()) {
195                 LOG_CRITICAL(Render_OpenGL, "Could not get free frame");
196                 return nullptr;
197             }
198         }
199 
200         Frontend::Frame* frame = free_queue.front();
201         free_queue.pop();
202         return frame;
203     }
204 
LoadPresentFrame()205     void LoadPresentFrame() override {
206         // free the previous frame and add it back to the free queue
207         if (previous_frame) {
208             free_queue.push(previous_frame);
209             free_cv.notify_one();
210         }
211 
212         Frontend::Frame* frame = present_queue.back();
213         present_queue.pop_back();
214         previous_frame = frame;
215 
216         // Do not remove entries from the present_queue, as video dumping would require
217         // that we preserve all frames
218     }
219 
TryGetPresentFrame(int timeout_ms)220     Frontend::Frame* TryGetPresentFrame(int timeout_ms) override {
221         std::unique_lock<std::mutex> lock(swap_chain_lock);
222         // wait for new entries in the present_queue
223         present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
224                             [&] { return !present_queue.empty(); });
225         if (present_queue.empty()) {
226             // timed out waiting for a frame
227             return nullptr;
228         }
229 
230         LoadPresentFrame();
231         return previous_frame;
232     }
233 };
234 
235 static const char vertex_shader[] = R"(
236 in vec2 vert_position;
237 in vec2 vert_tex_coord;
238 out vec2 frag_tex_coord;
239 
240 // This is a truncated 3x3 matrix for 2D transformations:
241 // The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
242 // The third column performs translation.
243 // The third row could be used for projection, which we don't need in 2D. It hence is assumed to
244 // implicitly be [0, 0, 1]
245 uniform mat3x2 modelview_matrix;
246 
247 void main() {
248     // Multiply input position by the rotscale part of the matrix and then manually translate by
249     // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
250     // to `vec3(vert_position.xy, 1.0)`
251     gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
252     frag_tex_coord = vert_tex_coord;
253 }
254 )";
255 
256 static const char fragment_shader[] = R"(
257 in vec2 frag_tex_coord;
258 layout(location = 0) out vec4 color;
259 
260 uniform vec4 i_resolution;
261 uniform vec4 o_resolution;
262 uniform int layer;
263 
264 uniform sampler2D color_texture;
265 
266 void main() {
267     color = texture(color_texture, frag_tex_coord);
268 }
269 )";
270 
271 static const char fragment_shader_anaglyph[] = R"(
272 
273 // Anaglyph Red-Cyan shader based on Dubois algorithm
274 // Constants taken from the paper:
275 // "Conversion of a Stereo Pair to Anaglyph with
276 // the Least-Squares Projection Method"
277 // Eric Dubois, March 2009
278 const mat3 l = mat3( 0.437, 0.449, 0.164,
279               -0.062,-0.062,-0.024,
280               -0.048,-0.050,-0.017);
281 const mat3 r = mat3(-0.011,-0.032,-0.007,
282                0.377, 0.761, 0.009,
283               -0.026,-0.093, 1.234);
284 
285 in vec2 frag_tex_coord;
286 out vec4 color;
287 
288 uniform vec4 resolution;
289 uniform int layer;
290 
291 uniform sampler2D color_texture;
292 uniform sampler2D color_texture_r;
293 
294 void main() {
295     vec4 color_tex_l = texture(color_texture, frag_tex_coord);
296     vec4 color_tex_r = texture(color_texture_r, frag_tex_coord);
297     color = vec4(color_tex_l.rgb*l+color_tex_r.rgb*r, color_tex_l.a);
298 }
299 )";
300 
301 static const char fragment_shader_interlaced[] = R"(
302 
303 in vec2 frag_tex_coord;
304 out vec4 color;
305 
306 uniform vec4 o_resolution;
307 
308 uniform sampler2D color_texture;
309 uniform sampler2D color_texture_r;
310 
311 uniform int reverse_interlaced;
312 
313 void main() {
314     float screen_row = o_resolution.x * frag_tex_coord.x;
315     if (int(screen_row) % 2 == reverse_interlaced)
316         color = texture(color_texture, frag_tex_coord);
317     else
318         color = texture(color_texture_r, frag_tex_coord);
319 }
320 )";
321 
322 /**
323  * Vertex structure that the drawn screen rectangles are composed of.
324  */
325 struct ScreenRectVertex {
ScreenRectVertexOpenGL::ScreenRectVertex326     ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
327         position[0] = x;
328         position[1] = y;
329         tex_coord[0] = u;
330         tex_coord[1] = v;
331     }
332 
333     GLfloat position[2];
334     GLfloat tex_coord[2];
335 };
336 
337 /**
338  * Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
339  * corner and (width, height) on the lower-bottom.
340  *
341  * The projection part of the matrix is trivial, hence these operations are represented
342  * by a 3x2 matrix.
343  *
344  * @param flipped Whether the frame should be flipped upside down.
345  */
346 static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, const float height,
347                                                          bool flipped) {
348 
349     std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
350 
351     // Last matrix row is implicitly assumed to be [0, 0, 1].
352     if (flipped) {
353         // clang-format off
354         matrix[0] = 2.f / width; matrix[2] = 0.f;           matrix[4] = -1.f;
355         matrix[1] = 0.f;         matrix[3] = 2.f / height;  matrix[5] = -1.f;
356         // clang-format on
357     } else {
358         // clang-format off
359         matrix[0] = 2.f / width; matrix[2] = 0.f;           matrix[4] = -1.f;
360         matrix[1] = 0.f;         matrix[3] = -2.f / height; matrix[5] = 1.f;
361         // clang-format on
362     }
363 
364     return matrix;
365 }
366 
367 RendererOpenGL::RendererOpenGL(Frontend::EmuWindow& window)
368     : RendererBase{window}, frame_dumper(Core::System::GetInstance().VideoDumper(), window) {
369 
370     window.mailbox = std::make_unique<OGLTextureMailbox>();
371     frame_dumper.mailbox = std::make_unique<OGLVideoDumpingMailbox>();
372 }
373 
374 RendererOpenGL::~RendererOpenGL() = default;
375 
376 MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64));
377 MICROPROFILE_DEFINE(OpenGL_WaitPresent, "OpenGL", "Wait For Present", MP_RGB(128, 128, 128));
378 
379 /// Swap buffers (render frame)
380 void RendererOpenGL::SwapBuffers() {
381     // Maintain the rasterizer's state as a priority
382     OpenGLState prev_state = OpenGLState::GetCurState();
383     state.Apply();
384 
385     PrepareRendertarget();
386 
387     RenderScreenshot();
388 
389     const auto& layout = render_window.GetFramebufferLayout();
390     RenderToMailbox(layout, render_window.mailbox, false);
391 
392     if (frame_dumper.IsDumping()) {
393         try {
394             RenderToMailbox(frame_dumper.GetLayout(), frame_dumper.mailbox, true);
395         } catch (const OGLTextureMailboxException& exception) {
396             LOG_DEBUG(Render_OpenGL, "Frame dumper exception caught: {}", exception.what());
397         }
398     }
399 
400     m_current_frame++;
401 
402     Core::System::GetInstance().perf_stats->EndSystemFrame();
403 
404     render_window.PollEvents();
405 
406     Core::System::GetInstance().frame_limiter.DoFrameLimiting(
407         Core::System::GetInstance().CoreTiming().GetGlobalTimeUs());
408     Core::System::GetInstance().perf_stats->BeginSystemFrame();
409 
410     prev_state.Apply();
411     RefreshRasterizerSetting();
412 
413     if (Pica::g_debug_context && Pica::g_debug_context->recorder) {
414         Pica::g_debug_context->recorder->FrameFinished();
415     }
416 }
417 
RenderScreenshot()418 void RendererOpenGL::RenderScreenshot() {
419     if (VideoCore::g_renderer_screenshot_requested) {
420         // Draw this frame to the screenshot framebuffer
421         screenshot_framebuffer.Create();
422         GLuint old_read_fb = state.draw.read_framebuffer;
423         GLuint old_draw_fb = state.draw.draw_framebuffer;
424         state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
425         state.Apply();
426 
427         Layout::FramebufferLayout layout{VideoCore::g_screenshot_framebuffer_layout};
428 
429         GLuint renderbuffer;
430         glGenRenderbuffers(1, &renderbuffer);
431         glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
432         glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height);
433         glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
434                                   renderbuffer);
435 
436         DrawScreens(layout, false);
437 
438         glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
439                      VideoCore::g_screenshot_bits);
440 
441         screenshot_framebuffer.Release();
442         state.draw.read_framebuffer = old_read_fb;
443         state.draw.draw_framebuffer = old_draw_fb;
444         state.Apply();
445         glDeleteRenderbuffers(1, &renderbuffer);
446 
447         VideoCore::g_screenshot_complete_callback();
448         VideoCore::g_renderer_screenshot_requested = false;
449     }
450 }
451 
452 void RendererOpenGL::PrepareRendertarget() {
453     for (int i : {0, 1, 2}) {
454         int fb_id = i == 2 ? 1 : 0;
455         const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
456 
457         // Main LCD (0): 0x1ED02204, Sub LCD (1): 0x1ED02A04
458         u32 lcd_color_addr =
459             (fb_id == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom);
460         lcd_color_addr = HW::VADDR_LCD + 4 * lcd_color_addr;
461         LCD::Regs::ColorFill color_fill = {0};
462         LCD::Read(color_fill.raw, lcd_color_addr);
463 
464         if (color_fill.is_enabled) {
465             LoadColorToActiveGLTexture(color_fill.color_r, color_fill.color_g, color_fill.color_b,
466                                        screen_infos[i].texture);
467 
468             // Resize the texture in case the framebuffer size has changed
469             screen_infos[i].texture.width = 1;
470             screen_infos[i].texture.height = 1;
471         } else {
472             if (screen_infos[i].texture.width != (GLsizei)framebuffer.width ||
473                 screen_infos[i].texture.height != (GLsizei)framebuffer.height ||
474                 screen_infos[i].texture.format != framebuffer.color_format) {
475                 // Reallocate texture if the framebuffer size has changed.
476                 // This is expected to not happen very often and hence should not be a
477                 // performance problem.
478                 ConfigureFramebufferTexture(screen_infos[i].texture, framebuffer);
479             }
480             LoadFBToScreenInfo(framebuffer, screen_infos[i], i == 1);
481 
482             // Resize the texture in case the framebuffer size has changed
483             screen_infos[i].texture.width = framebuffer.width;
484             screen_infos[i].texture.height = framebuffer.height;
485         }
486     }
487 }
488 
489 void RendererOpenGL::RenderToMailbox(const Layout::FramebufferLayout& layout,
490                                      std::unique_ptr<Frontend::TextureMailbox>& mailbox,
491                                      bool flipped) {
492 
493     Frontend::Frame* frame;
494     {
495         MICROPROFILE_SCOPE(OpenGL_WaitPresent);
496 
497         frame = mailbox->GetRenderFrame();
498 
499         // Clean up sync objects before drawing
500 
501         // INTEL driver workaround. We can't delete the previous render sync object until we are
502         // sure that the presentation is done
503         if (frame->present_fence) {
504             glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
505         }
506 
507         // delete the draw fence if the frame wasn't presented
508         if (frame->render_fence) {
509             glDeleteSync(frame->render_fence);
510             frame->render_fence = nullptr;
511         }
512 
513         // wait for the presentation to be done
514         if (frame->present_fence) {
515             glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
516             glDeleteSync(frame->present_fence);
517             frame->present_fence = nullptr;
518         }
519     }
520 
521     {
522         MICROPROFILE_SCOPE(OpenGL_RenderFrame);
523         // Recreate the frame if the size of the window has changed
524         if (layout.width != frame->width || layout.height != frame->height) {
525             LOG_DEBUG(Render_OpenGL, "Reloading render frame");
526             mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
527         }
528 
529         GLuint render_texture = frame->color.handle;
530         state.draw.draw_framebuffer = frame->render.handle;
531         state.Apply();
532         DrawScreens(layout, flipped);
533         // Create a fence for the frontend to wait on and swap this frame to OffTex
534         frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
535         glFlush();
536         mailbox->ReleaseRenderFrame(frame);
537     }
538 }
539 
540 /**
541  * Loads framebuffer from emulated memory into the active OpenGL texture.
542  */
543 void RendererOpenGL::LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer,
544                                         ScreenInfo& screen_info, bool right_eye) {
545 
546     if (framebuffer.address_right1 == 0 || framebuffer.address_right2 == 0)
547         right_eye = false;
548 
549     const PAddr framebuffer_addr =
550         framebuffer.active_fb == 0
551             ? (!right_eye ? framebuffer.address_left1 : framebuffer.address_right1)
552             : (!right_eye ? framebuffer.address_left2 : framebuffer.address_right2);
553 
554     LOG_TRACE(Render_OpenGL, "0x{:08x} bytes from 0x{:08x}({}x{}), fmt {:x}",
555               framebuffer.stride * framebuffer.height, framebuffer_addr, framebuffer.width.Value(),
556               framebuffer.height.Value(), framebuffer.format);
557 
558     int bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
559     std::size_t pixel_stride = framebuffer.stride / bpp;
560 
561     // OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
562     ASSERT(pixel_stride * bpp == framebuffer.stride);
563 
564     // Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
565     // only allows rows to have a memory alignement of 4.
566     ASSERT(pixel_stride % 4 == 0);
567 
568     if (!Rasterizer()->AccelerateDisplay(framebuffer, framebuffer_addr,
569                                          static_cast<u32>(pixel_stride), screen_info)) {
570         // Reset the screen info's display texture to its own permanent texture
571         screen_info.display_texture = screen_info.texture.resource.handle;
572         screen_info.display_texcoords = Common::Rectangle<float>(0.f, 0.f, 1.f, 1.f);
573 
574         Memory::RasterizerFlushRegion(framebuffer_addr, framebuffer.stride * framebuffer.height);
575 
576         const u8* framebuffer_data = VideoCore::g_memory->GetPhysicalPointer(framebuffer_addr);
577 
578         state.texture_units[0].texture_2d = screen_info.texture.resource.handle;
579         state.Apply();
580 
581         glActiveTexture(GL_TEXTURE0);
582         glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride);
583 
584         // Update existing texture
585         // TODO: Test what happens on hardware when you change the framebuffer dimensions so that
586         //       they differ from the LCD resolution.
587         // TODO: Applications could theoretically crash Citra here by specifying too large
588         //       framebuffer sizes. We should make sure that this cannot happen.
589         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
590                         screen_info.texture.gl_format, screen_info.texture.gl_type,
591                         framebuffer_data);
592 
593         glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
594 
595         state.texture_units[0].texture_2d = 0;
596         state.Apply();
597     }
598 }
599 
600 /**
601  * Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can
602  * be 1x1 but will stretch across whatever it's rendered on.
603  */
LoadColorToActiveGLTexture(u8 color_r,u8 color_g,u8 color_b,const TextureInfo & texture)604 void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
605                                                 const TextureInfo& texture) {
606     state.texture_units[0].texture_2d = texture.resource.handle;
607     state.Apply();
608 
609     glActiveTexture(GL_TEXTURE0);
610     u8 framebuffer_data[3] = {color_r, color_g, color_b};
611 
612     // Update existing texture
613     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data);
614 
615     state.texture_units[0].texture_2d = 0;
616     state.Apply();
617 }
618 
619 /**
620  * Initializes the OpenGL state and creates persistent objects.
621  */
622 void RendererOpenGL::InitOpenGLObjects() {
623     glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
624                  0.0f);
625 
626     filter_sampler.Create();
627     ReloadSampler();
628 
629     ReloadShader();
630 
631     // Generate VBO handle for drawing
632     vertex_buffer.Create();
633 
634     // Generate VAO
635     vertex_array.Create();
636 
637     state.draw.vertex_array = vertex_array.handle;
638     state.draw.vertex_buffer = vertex_buffer.handle;
639     state.draw.uniform_buffer = 0;
640     state.Apply();
641 
642     // Attach vertex data to VAO
643     glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
644     glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex),
645                           (GLvoid*)offsetof(ScreenRectVertex, position));
646     glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex),
647                           (GLvoid*)offsetof(ScreenRectVertex, tex_coord));
648     glEnableVertexAttribArray(attrib_position);
649     glEnableVertexAttribArray(attrib_tex_coord);
650 
651     // Allocate textures for each screen
652     for (auto& screen_info : screen_infos) {
653         screen_info.texture.resource.Create();
654 
655         // Allocation of storage is deferred until the first frame, when we
656         // know the framebuffer size.
657 
658         state.texture_units[0].texture_2d = screen_info.texture.resource.handle;
659         state.Apply();
660 
661         glActiveTexture(GL_TEXTURE0);
662         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
663         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
664         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
665         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
666         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
667 
668         screen_info.display_texture = screen_info.texture.resource.handle;
669     }
670 
671     state.texture_units[0].texture_2d = 0;
672     state.Apply();
673 }
674 
675 void RendererOpenGL::ReloadSampler() {
676     glSamplerParameteri(filter_sampler.handle, GL_TEXTURE_MIN_FILTER,
677                         Settings::values.filter_mode ? GL_LINEAR : GL_NEAREST);
678     glSamplerParameteri(filter_sampler.handle, GL_TEXTURE_MAG_FILTER,
679                         Settings::values.filter_mode ? GL_LINEAR : GL_NEAREST);
680     glSamplerParameteri(filter_sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
681     glSamplerParameteri(filter_sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
682 }
683 
684 void RendererOpenGL::ReloadShader() {
685     // Link shaders and get variable locations
686     std::string shader_data;
687     if (GLES) {
688         shader_data += fragment_shader_precision_OES;
689     }
690     if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) {
691         if (Settings::values.pp_shader_name == "dubois (builtin)") {
692             shader_data += fragment_shader_anaglyph;
693         } else {
694             std::string shader_text =
695                 OpenGL::GetPostProcessingShaderCode(true, Settings::values.pp_shader_name);
696             if (shader_text.empty()) {
697                 // Should probably provide some information that the shader couldn't load
698                 shader_data += fragment_shader_anaglyph;
699             } else {
700                 shader_data += shader_text;
701             }
702         }
703     } else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
704                Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
705         if (Settings::values.pp_shader_name == "horizontal (builtin)") {
706             shader_data += fragment_shader_interlaced;
707         } else {
708             std::string shader_text =
709                 OpenGL::GetPostProcessingShaderCode(true, Settings::values.pp_shader_name);
710             if (shader_text.empty()) {
711                 // Should probably provide some information that the shader couldn't load
712                 shader_data += fragment_shader_interlaced;
713             } else {
714                 shader_data += shader_text;
715             }
716         }
717     } else {
718         if (Settings::values.pp_shader_name == "none (builtin)") {
719             shader_data += fragment_shader;
720         } else {
721             std::string shader_text =
722                 OpenGL::GetPostProcessingShaderCode(false, Settings::values.pp_shader_name);
723             if (shader_text.empty()) {
724                 // Should probably provide some information that the shader couldn't load
725                 shader_data += fragment_shader;
726             } else {
727                 shader_data += shader_text;
728             }
729         }
730     }
731     shader.Create(vertex_shader, shader_data.c_str());
732     state.draw.shader_program = shader.handle;
733     state.Apply();
734     uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
735     uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
736     if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph ||
737         Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
738         Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
739         uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r");
740     }
741     if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
742         Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
743         GLuint uniform_reverse_interlaced =
744             glGetUniformLocation(shader.handle, "reverse_interlaced");
745         if (Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced)
746             glUniform1i(uniform_reverse_interlaced, 1);
747         else
748             glUniform1i(uniform_reverse_interlaced, 0);
749     }
750     uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
751     uniform_o_resolution = glGetUniformLocation(shader.handle, "o_resolution");
752     uniform_layer = glGetUniformLocation(shader.handle, "layer");
753     attrib_position = glGetAttribLocation(shader.handle, "vert_position");
754     attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord");
755 }
756 
757 void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
758                                                  const GPU::Regs::FramebufferConfig& framebuffer) {
759     GPU::Regs::PixelFormat format = framebuffer.color_format;
760     GLint internal_format;
761 
762     texture.format = format;
763     texture.width = framebuffer.width;
764     texture.height = framebuffer.height;
765 
766     switch (format) {
767     case GPU::Regs::PixelFormat::RGBA8:
768         internal_format = GL_RGBA;
769         texture.gl_format = GL_RGBA;
770         texture.gl_type = GLES ? GL_UNSIGNED_BYTE : GL_UNSIGNED_INT_8_8_8_8;
771         break;
772 
773     case GPU::Regs::PixelFormat::RGB8:
774         // This pixel format uses BGR since GL_UNSIGNED_BYTE specifies byte-order, unlike every
775         // specific OpenGL type used in this function using native-endian (that is, little-endian
776         // mostly everywhere) for words or half-words.
777         // TODO: check how those behave on big-endian processors.
778         internal_format = GL_RGB;
779 
780         // GLES Dosen't support BGR , Use RGB instead
781         texture.gl_format = GLES ? GL_RGB : GL_BGR;
782         texture.gl_type = GL_UNSIGNED_BYTE;
783         break;
784 
785     case GPU::Regs::PixelFormat::RGB565:
786         internal_format = GL_RGB;
787         texture.gl_format = GL_RGB;
788         texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
789         break;
790 
791     case GPU::Regs::PixelFormat::RGB5A1:
792         internal_format = GL_RGBA;
793         texture.gl_format = GL_RGBA;
794         texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
795         break;
796 
797     case GPU::Regs::PixelFormat::RGBA4:
798         internal_format = GL_RGBA;
799         texture.gl_format = GL_RGBA;
800         texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
801         break;
802 
803     default:
804         UNIMPLEMENTED();
805     }
806 
807     state.texture_units[0].texture_2d = texture.resource.handle;
808     state.Apply();
809 
810     glActiveTexture(GL_TEXTURE0);
811     glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
812                  texture.gl_format, texture.gl_type, nullptr);
813 
814     state.texture_units[0].texture_2d = 0;
815     state.Apply();
816 }
817 
818 /**
819  * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD
820  * rotation.
821  */
822 void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y,
823                                              float w, float h) {
824     const auto& texcoords = screen_info.display_texcoords;
825 
826     const std::array<ScreenRectVertex, 4> vertices = {{
827         ScreenRectVertex(x, y, texcoords.bottom, texcoords.left),
828         ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right),
829         ScreenRectVertex(x, y + h, texcoords.top, texcoords.left),
830         ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right),
831     }};
832 
833     // As this is the "DrawSingleScreenRotated" function, the output resolution dimensions have been
834     // swapped. If a non-rotated draw-screen function were to be added for book-mode games, those
835     // should probably be set to the standard (w, h, 1.0 / w, 1.0 / h) ordering.
836     const u16 scale_factor = VideoCore::GetResolutionScaleFactor();
837     glUniform4f(uniform_i_resolution, static_cast<float>(screen_info.texture.width * scale_factor),
838                 static_cast<float>(screen_info.texture.height * scale_factor),
839                 1.0f / static_cast<float>(screen_info.texture.width * scale_factor),
840                 1.0f / static_cast<float>(screen_info.texture.height * scale_factor));
841     glUniform4f(uniform_o_resolution, h, w, 1.0f / h, 1.0f / w);
842     state.texture_units[0].texture_2d = screen_info.display_texture;
843     state.texture_units[0].sampler = filter_sampler.handle;
844     state.Apply();
845 
846     glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
847     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
848 
849     state.texture_units[0].texture_2d = 0;
850     state.texture_units[0].sampler = 0;
851     state.Apply();
852 }
853 
854 void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w,
855                                       float h) {
856     const auto& texcoords = screen_info.display_texcoords;
857 
858     const std::array<ScreenRectVertex, 4> vertices = {{
859         ScreenRectVertex(x, y, texcoords.bottom, texcoords.right),
860         ScreenRectVertex(x + w, y, texcoords.top, texcoords.right),
861         ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left),
862         ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left),
863     }};
864 
865     const u16 scale_factor = VideoCore::GetResolutionScaleFactor();
866     glUniform4f(uniform_i_resolution, static_cast<float>(screen_info.texture.width * scale_factor),
867                 static_cast<float>(screen_info.texture.height * scale_factor),
868                 1.0f / static_cast<float>(screen_info.texture.width * scale_factor),
869                 1.0f / static_cast<float>(screen_info.texture.height * scale_factor));
870     glUniform4f(uniform_o_resolution, w, h, 1.0f / w, 1.0f / h);
871     state.texture_units[0].texture_2d = screen_info.display_texture;
872     state.texture_units[0].sampler = filter_sampler.handle;
873     state.Apply();
874 
875     glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
876     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
877 
878     state.texture_units[0].texture_2d = 0;
879     state.texture_units[0].sampler = 0;
880     state.Apply();
881 }
882 
883 /**
884  * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD
885  * rotation.
886  */
887 void RendererOpenGL::DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
888                                                    const ScreenInfo& screen_info_r, float x,
889                                                    float y, float w, float h) {
890     const auto& texcoords = screen_info_l.display_texcoords;
891 
892     const std::array<ScreenRectVertex, 4> vertices = {{
893         ScreenRectVertex(x, y, texcoords.bottom, texcoords.left),
894         ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right),
895         ScreenRectVertex(x, y + h, texcoords.top, texcoords.left),
896         ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right),
897     }};
898 
899     const u16 scale_factor = VideoCore::GetResolutionScaleFactor();
900     glUniform4f(uniform_i_resolution,
901                 static_cast<float>(screen_info_l.texture.width * scale_factor),
902                 static_cast<float>(screen_info_l.texture.height * scale_factor),
903                 1.0f / static_cast<float>(screen_info_l.texture.width * scale_factor),
904                 1.0f / static_cast<float>(screen_info_l.texture.height * scale_factor));
905     glUniform4f(uniform_o_resolution, h, w, 1.0f / h, 1.0f / w);
906     state.texture_units[0].texture_2d = screen_info_l.display_texture;
907     state.texture_units[1].texture_2d = screen_info_r.display_texture;
908     state.texture_units[0].sampler = filter_sampler.handle;
909     state.texture_units[1].sampler = filter_sampler.handle;
910     state.Apply();
911 
912     glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
913     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
914 
915     state.texture_units[0].texture_2d = 0;
916     state.texture_units[1].texture_2d = 0;
917     state.texture_units[0].sampler = 0;
918     state.texture_units[1].sampler = 0;
919     state.Apply();
920 }
921 
922 void RendererOpenGL::DrawSingleScreenStereo(const ScreenInfo& screen_info_l,
923                                             const ScreenInfo& screen_info_r, float x, float y,
924                                             float w, float h) {
925     const auto& texcoords = screen_info_l.display_texcoords;
926 
927     const std::array<ScreenRectVertex, 4> vertices = {{
928         ScreenRectVertex(x, y, texcoords.bottom, texcoords.right),
929         ScreenRectVertex(x + w, y, texcoords.top, texcoords.right),
930         ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left),
931         ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left),
932     }};
933 
934     const u16 scale_factor = VideoCore::GetResolutionScaleFactor();
935     glUniform4f(uniform_i_resolution,
936                 static_cast<float>(screen_info_l.texture.width * scale_factor),
937                 static_cast<float>(screen_info_l.texture.height * scale_factor),
938                 1.0f / static_cast<float>(screen_info_l.texture.width * scale_factor),
939                 1.0f / static_cast<float>(screen_info_l.texture.height * scale_factor));
940     glUniform4f(uniform_o_resolution, w, h, 1.0f / w, 1.0f / h);
941     state.texture_units[0].texture_2d = screen_info_l.display_texture;
942     state.texture_units[1].texture_2d = screen_info_r.display_texture;
943     state.texture_units[0].sampler = filter_sampler.handle;
944     state.texture_units[1].sampler = filter_sampler.handle;
945     state.Apply();
946 
947     glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
948     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
949 
950     state.texture_units[0].texture_2d = 0;
951     state.texture_units[1].texture_2d = 0;
952     state.texture_units[0].sampler = 0;
953     state.texture_units[1].sampler = 0;
954     state.Apply();
955 }
956 
957 /**
958  * Draws the emulated screens to the emulator window.
959  */
960 void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool flipped) {
961     if (VideoCore::g_renderer_bg_color_update_requested.exchange(false)) {
962         // Update background color before drawing
963         glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
964                      0.0f);
965     }
966 
967     if (VideoCore::g_renderer_sampler_update_requested.exchange(false)) {
968         // Set the new filtering mode for the sampler
969         ReloadSampler();
970     }
971 
972     if (VideoCore::g_renderer_shader_update_requested.exchange(false)) {
973         // Update fragment shader before drawing
974         shader.Release();
975         // Link shaders and get variable locations
976         ReloadShader();
977     }
978 
979     const auto& top_screen = layout.top_screen;
980     const auto& bottom_screen = layout.bottom_screen;
981 
982     glViewport(0, 0, layout.width, layout.height);
983     glClear(GL_COLOR_BUFFER_BIT);
984 
985     // Set projection matrix
986     std::array<GLfloat, 3 * 2> ortho_matrix =
987         MakeOrthographicMatrix((float)layout.width, (float)layout.height, flipped);
988     glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
989 
990     // Bind texture in Texture Unit 0
991     glUniform1i(uniform_color_texture, 0);
992 
993     const bool stereo_single_screen =
994         Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph ||
995         Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
996         Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced;
997 
998     // Bind a second texture for the right eye if in Anaglyph mode
999     if (stereo_single_screen) {
1000         glUniform1i(uniform_color_texture_r, 1);
1001     }
1002 
1003     glUniform1i(uniform_layer, 0);
1004     if (layout.top_screen_enabled) {
1005         if (layout.is_rotated) {
1006             if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
1007                 DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left,
1008                                         (float)top_screen.top, (float)top_screen.GetWidth(),
1009                                         (float)top_screen.GetHeight());
1010             } else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
1011                 DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left / 2,
1012                                         (float)top_screen.top, (float)top_screen.GetWidth() / 2,
1013                                         (float)top_screen.GetHeight());
1014                 glUniform1i(uniform_layer, 1);
1015                 DrawSingleScreenRotated(screen_infos[1],
1016                                         ((float)top_screen.left / 2) + ((float)layout.width / 2),
1017                                         (float)top_screen.top, (float)top_screen.GetWidth() / 2,
1018                                         (float)top_screen.GetHeight());
1019             } else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
1020                 DrawSingleScreenRotated(screen_infos[0], layout.top_screen.left,
1021                                         layout.top_screen.top, layout.top_screen.GetWidth(),
1022                                         layout.top_screen.GetHeight());
1023                 glUniform1i(uniform_layer, 1);
1024                 DrawSingleScreenRotated(screen_infos[1],
1025                                         layout.cardboard.top_screen_right_eye +
1026                                             ((float)layout.width / 2),
1027                                         layout.top_screen.top, layout.top_screen.GetWidth(),
1028                                         layout.top_screen.GetHeight());
1029             } else if (stereo_single_screen) {
1030                 DrawSingleScreenStereoRotated(
1031                     screen_infos[0], screen_infos[1], (float)top_screen.left, (float)top_screen.top,
1032                     (float)top_screen.GetWidth(), (float)top_screen.GetHeight());
1033             }
1034         } else {
1035             if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
1036                 DrawSingleScreen(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
1037                                  (float)top_screen.GetWidth(), (float)top_screen.GetHeight());
1038             } else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
1039                 DrawSingleScreen(screen_infos[0], (float)top_screen.left / 2, (float)top_screen.top,
1040                                  (float)top_screen.GetWidth() / 2, (float)top_screen.GetHeight());
1041                 glUniform1i(uniform_layer, 1);
1042                 DrawSingleScreen(screen_infos[1],
1043                                  ((float)top_screen.left / 2) + ((float)layout.width / 2),
1044                                  (float)top_screen.top, (float)top_screen.GetWidth() / 2,
1045                                  (float)top_screen.GetHeight());
1046             } else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
1047                 DrawSingleScreen(screen_infos[0], layout.top_screen.left, layout.top_screen.top,
1048                                  layout.top_screen.GetWidth(), layout.top_screen.GetHeight());
1049                 glUniform1i(uniform_layer, 1);
1050                 DrawSingleScreen(screen_infos[1],
1051                                  layout.cardboard.top_screen_right_eye + ((float)layout.width / 2),
1052                                  layout.top_screen.top, layout.top_screen.GetWidth(),
1053                                  layout.top_screen.GetHeight());
1054             } else if (stereo_single_screen) {
1055                 DrawSingleScreenStereo(screen_infos[0], screen_infos[1], (float)top_screen.left,
1056                                        (float)top_screen.top, (float)top_screen.GetWidth(),
1057                                        (float)top_screen.GetHeight());
1058             }
1059         }
1060     }
1061     glUniform1i(uniform_layer, 0);
1062     if (layout.bottom_screen_enabled) {
1063         if (layout.is_rotated) {
1064             if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
1065                 DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left,
1066                                         (float)bottom_screen.top, (float)bottom_screen.GetWidth(),
1067                                         (float)bottom_screen.GetHeight());
1068             } else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
1069                 DrawSingleScreenRotated(
1070                     screen_infos[2], (float)bottom_screen.left / 2, (float)bottom_screen.top,
1071                     (float)bottom_screen.GetWidth() / 2, (float)bottom_screen.GetHeight());
1072                 glUniform1i(uniform_layer, 1);
1073                 DrawSingleScreenRotated(
1074                     screen_infos[2], ((float)bottom_screen.left / 2) + ((float)layout.width / 2),
1075                     (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
1076                     (float)bottom_screen.GetHeight());
1077             } else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
1078                 DrawSingleScreenRotated(screen_infos[2], layout.bottom_screen.left,
1079                                         layout.bottom_screen.top, layout.bottom_screen.GetWidth(),
1080                                         layout.bottom_screen.GetHeight());
1081                 glUniform1i(uniform_layer, 1);
1082                 DrawSingleScreenRotated(screen_infos[2],
1083                                         layout.cardboard.bottom_screen_right_eye +
1084                                             ((float)layout.width / 2),
1085                                         layout.bottom_screen.top, layout.bottom_screen.GetWidth(),
1086                                         layout.bottom_screen.GetHeight());
1087             } else if (stereo_single_screen) {
1088                 DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2],
1089                                               (float)bottom_screen.left, (float)bottom_screen.top,
1090                                               (float)bottom_screen.GetWidth(),
1091                                               (float)bottom_screen.GetHeight());
1092             }
1093         } else {
1094             if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
1095                 DrawSingleScreen(screen_infos[2], (float)bottom_screen.left,
1096                                  (float)bottom_screen.top, (float)bottom_screen.GetWidth(),
1097                                  (float)bottom_screen.GetHeight());
1098             } else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
1099                 DrawSingleScreen(screen_infos[2], (float)bottom_screen.left / 2,
1100                                  (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
1101                                  (float)bottom_screen.GetHeight());
1102                 glUniform1i(uniform_layer, 1);
1103                 DrawSingleScreen(screen_infos[2],
1104                                  ((float)bottom_screen.left / 2) + ((float)layout.width / 2),
1105                                  (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
1106                                  (float)bottom_screen.GetHeight());
1107             } else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
1108                 DrawSingleScreen(screen_infos[2], layout.bottom_screen.left,
1109                                  layout.bottom_screen.top, layout.bottom_screen.GetWidth(),
1110                                  layout.bottom_screen.GetHeight());
1111                 glUniform1i(uniform_layer, 1);
1112                 DrawSingleScreen(screen_infos[2],
1113                                  layout.cardboard.bottom_screen_right_eye +
1114                                      ((float)layout.width / 2),
1115                                  layout.bottom_screen.top, layout.bottom_screen.GetWidth(),
1116                                  layout.bottom_screen.GetHeight());
1117             } else if (stereo_single_screen) {
1118                 DrawSingleScreenStereo(screen_infos[2], screen_infos[2], (float)bottom_screen.left,
1119                                        (float)bottom_screen.top, (float)bottom_screen.GetWidth(),
1120                                        (float)bottom_screen.GetHeight());
1121             }
1122         }
1123     }
1124 }
1125 
1126 void RendererOpenGL::TryPresent(int timeout_ms) {
1127     const auto& layout = render_window.GetFramebufferLayout();
1128     auto frame = render_window.mailbox->TryGetPresentFrame(timeout_ms);
1129     if (!frame) {
1130         LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
1131         return;
1132     }
1133 
1134     // Clearing before a full overwrite of a fbo can signal to drivers that they can avoid a
1135     // readback since we won't be doing any blending
1136     glClear(GL_COLOR_BUFFER_BIT);
1137 
1138     // Recreate the presentation FBO if the color attachment was changed
1139     if (frame->color_reloaded) {
1140         LOG_DEBUG(Render_OpenGL, "Reloading present frame");
1141         render_window.mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
1142     }
1143     glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
1144     // INTEL workaround.
1145     // Normally we could just delete the draw fence here, but due to driver bugs, we can just delete
1146     // it on the emulation thread without too much penalty
1147     // glDeleteSync(frame.render_sync);
1148     // frame.render_sync = 0;
1149 
1150     glBindFramebuffer(GL_READ_FRAMEBUFFER, frame->present.handle);
1151     glBlitFramebuffer(0, 0, frame->width, frame->height, 0, 0, layout.width, layout.height,
1152                       GL_COLOR_BUFFER_BIT, GL_LINEAR);
1153 
1154     // Delete the fence if we're re-presenting to avoid leaking fences
1155     if (frame->present_fence) {
1156         glDeleteSync(frame->present_fence);
1157     }
1158 
1159     /* insert fence for the main thread to block on */
1160     frame->present_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
1161     glFlush();
1162 
1163     glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
1164 }
1165 
1166 /// Updates the framerate
1167 void RendererOpenGL::UpdateFramerate() {}
1168 
1169 void RendererOpenGL::PrepareVideoDumping() {
1170     auto* mailbox = static_cast<OGLVideoDumpingMailbox*>(frame_dumper.mailbox.get());
1171     {
1172         std::unique_lock lock(mailbox->swap_chain_lock);
1173         mailbox->quit = false;
1174     }
1175     frame_dumper.StartDumping();
1176 }
1177 
1178 void RendererOpenGL::CleanupVideoDumping() {
1179     frame_dumper.StopDumping();
1180     auto* mailbox = static_cast<OGLVideoDumpingMailbox*>(frame_dumper.mailbox.get());
1181     {
1182         std::unique_lock lock(mailbox->swap_chain_lock);
1183         mailbox->quit = true;
1184     }
1185     mailbox->free_cv.notify_one();
1186 }
1187 
1188 static const char* GetSource(GLenum source) {
1189 #define RET(s)                                                                                     \
1190     case GL_DEBUG_SOURCE_##s:                                                                      \
1191         return #s
1192     switch (source) {
1193         RET(API);
1194         RET(WINDOW_SYSTEM);
1195         RET(SHADER_COMPILER);
1196         RET(THIRD_PARTY);
1197         RET(APPLICATION);
1198         RET(OTHER);
1199     default:
1200         UNREACHABLE();
1201     }
1202 #undef RET
1203 }
1204 
1205 static const char* GetType(GLenum type) {
1206 #define RET(t)                                                                                     \
1207     case GL_DEBUG_TYPE_##t:                                                                        \
1208         return #t
1209     switch (type) {
1210         RET(ERROR);
1211         RET(DEPRECATED_BEHAVIOR);
1212         RET(UNDEFINED_BEHAVIOR);
1213         RET(PORTABILITY);
1214         RET(PERFORMANCE);
1215         RET(OTHER);
1216         RET(MARKER);
1217     default:
1218         UNREACHABLE();
1219     }
1220 #undef RET
1221 }
1222 
1223 static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity,
1224                                   GLsizei length, const GLchar* message, const void* user_param) {
1225     Log::Level level;
1226     switch (severity) {
1227     case GL_DEBUG_SEVERITY_HIGH:
1228         level = Log::Level::Critical;
1229         break;
1230     case GL_DEBUG_SEVERITY_MEDIUM:
1231         level = Log::Level::Warning;
1232         break;
1233     case GL_DEBUG_SEVERITY_NOTIFICATION:
1234     case GL_DEBUG_SEVERITY_LOW:
1235         level = Log::Level::Debug;
1236         break;
1237     }
1238     LOG_GENERIC(Log::Class::Render_OpenGL, level, "{} {} {}: {}", GetSource(source), GetType(type),
1239                 id, message);
1240 }
1241 
1242 /// Initialize the renderer
Init()1243 VideoCore::ResultStatus RendererOpenGL::Init() {
1244 #ifndef ANDROID
1245     if (!gladLoadGL()) {
1246         return VideoCore::ResultStatus::ErrorBelowGL33;
1247     }
1248 
1249     // Qualcomm has some spammy info messages that are marked as errors but not important
1250     // https://developer.qualcomm.com/comment/11845
1251     if (GLAD_GL_KHR_debug) {
1252         glEnable(GL_DEBUG_OUTPUT);
1253         glDebugMessageCallback(DebugHandler, nullptr);
1254     }
1255 #endif
1256 
1257     const char* gl_version{reinterpret_cast<char const*>(glGetString(GL_VERSION))};
1258     const char* gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
1259     const char* gpu_model{reinterpret_cast<char const*>(glGetString(GL_RENDERER))};
1260 
1261     LOG_INFO(Render_OpenGL, "GL_VERSION: {}", gl_version);
1262     LOG_INFO(Render_OpenGL, "GL_VENDOR: {}", gpu_vendor);
1263     LOG_INFO(Render_OpenGL, "GL_RENDERER: {}", gpu_model);
1264 
1265     auto& telemetry_session = Core::System::GetInstance().TelemetrySession();
1266     constexpr auto user_system = Common::Telemetry::FieldType::UserSystem;
1267     telemetry_session.AddField(user_system, "GPU_Vendor", std::string(gpu_vendor));
1268     telemetry_session.AddField(user_system, "GPU_Model", std::string(gpu_model));
1269     telemetry_session.AddField(user_system, "GPU_OpenGL_Version", std::string(gl_version));
1270 
1271     if (!strcmp(gpu_vendor, "GDI Generic")) {
1272         return VideoCore::ResultStatus::ErrorGenericDrivers;
1273     }
1274 
1275     if (!(GLAD_GL_VERSION_3_3 || GLAD_GL_ES_VERSION_3_1)) {
1276         return VideoCore::ResultStatus::ErrorBelowGL33;
1277     }
1278 
1279     InitOpenGLObjects();
1280 
1281     RefreshRasterizerSetting();
1282 
1283     return VideoCore::ResultStatus::Success;
1284 }
1285 
1286 /// Shutdown the renderer
ShutDown()1287 void RendererOpenGL::ShutDown() {}
1288 
1289 } // namespace OpenGL
1290