GPU: Base work for hardware renderer
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187
src/pse/gpu_hw_opengl.cpp
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187
src/pse/gpu_hw_opengl.cpp
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#include "gpu_hw_opengl.h"
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#include "YBaseLib/Assert.h"
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#include "YBaseLib/Log.h"
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Log_SetChannel(GPU_HW_OpenGL);
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GPU_HW_OpenGL::GPU_HW_OpenGL() : GPU_HW() {}
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GPU_HW_OpenGL::~GPU_HW_OpenGL()
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{
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DestroyFramebuffer();
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}
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bool GPU_HW_OpenGL::Initialize(Bus* bus, DMA* dma)
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{
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if (!GPU_HW::Initialize(bus, dma))
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return false;
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CreateFramebuffer();
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return true;
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}
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void GPU_HW_OpenGL::Reset()
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{
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GPU_HW::Reset();
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ClearFramebuffer();
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}
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void GPU_HW_OpenGL::CreateFramebuffer()
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{
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glGenTextures(1, &m_framebuffer_texture_id);
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glBindTexture(GL_TEXTURE_2D, m_framebuffer_texture_id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VRAM_WIDTH, VRAM_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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glGenFramebuffers(1, &m_framebuffer_fbo_id);
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_framebuffer_texture_id, 0);
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Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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}
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void GPU_HW_OpenGL::ClearFramebuffer()
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{
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// TODO: get rid of the FBO switches
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void GPU_HW_OpenGL::DestroyFramebuffer()
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{
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glDeleteFramebuffers(1, &m_framebuffer_fbo_id);
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m_framebuffer_fbo_id = 0;
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glDeleteTextures(1, &m_framebuffer_texture_id);
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m_framebuffer_texture_id = 0;
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}
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void GPU_HW_OpenGL::DispatchRenderCommand(RenderCommand rc, u32 num_vertices)
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{
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LoadVertices(rc, num_vertices);
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if (m_vertex_staging.empty())
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return;
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
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if (rc.texture_enable)
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m_texture_program.Bind();
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else
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m_color_program.Bind();
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizei>(sizeof(HWVertex) * m_vertex_staging.size()),
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m_vertex_staging.data(), GL_STREAM_DRAW);
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glDrawArrays(rc.quad_polygon ? GL_TRIANGLE_STRIP : GL_TRIANGLES, 0, static_cast<GLsizei>(m_vertex_staging.size()));
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}
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void GPU_HW_OpenGL::FlushRender()
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{
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if (m_vertex_staging.empty())
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return;
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m_vertex_staging.clear();
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}
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std::unique_ptr<GPU> GPU::CreateHardwareOpenGLRenderer()
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{
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return std::make_unique<GPU_HW_OpenGL>();
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}
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void GPU_HW_OpenGL::Program::Bind()
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{
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glUseProgram(program_id);
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}
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static GLuint CompileShader(GLenum type, const std::string& source)
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{
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GLuint id = glCreateShader(type);
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std::array<const GLchar*, 1> sources = {{source.c_str()}};
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std::array<GLint, 1> source_lengths = {{static_cast<GLint>(source.size())}};
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glShaderSource(id, static_cast<GLsizei>(source.size()), sources.data(), source_lengths.data());
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GLint status = GL_FALSE;
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glGetShaderiv(id, GL_COMPILE_STATUS, &status);
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GLint info_log_length = 0;
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &info_log_length);
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if (status == GL_FALSE || info_log_length > 0)
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{
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std::string info_log;
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info_log.resize(info_log_length + 1);
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glGetShaderInfoLog(id, info_log_length, &info_log_length, info_log.data());
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if (status == GL_TRUE)
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{
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Log_ErrorPrintf("Shader compiled with warnings:\n%s", info_log.c_str());
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}
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else
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{
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Log_ErrorPrintf("Shader failed to compile:\n%s", info_log.c_str());
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glDeleteShader(id);
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return 0;
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}
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}
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return id;
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}
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bool GPU_HW_OpenGL::Program::Compile(const std::string& vertex_shader, const std::string& fragment_shader)
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{
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GLuint vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
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if (vertex_shader_id == 0)
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return false;
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GLuint fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
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if (fragment_shader_id == 0)
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{
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glDeleteShader(vertex_shader_id);
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return false;
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}
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program_id = glCreateProgram();
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glAttachShader(program_id, vertex_shader_id);
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glAttachShader(program_id, fragment_shader_id);
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glBindAttribLocation(program_id, 0, "a_position");
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glBindAttribLocation(program_id, 1, "a_texcoord");
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glBindAttribLocation(program_id, 2, "a_color");
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glBindFragDataLocation(program_id, 0, "ocol0");
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glLinkProgram(program_id);
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glDeleteShader(vertex_shader_id);
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glDeleteShader(fragment_shader_id);
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GLint status = GL_FALSE;
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glGetProgramiv(program_id, GL_LINK_STATUS, &status);
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GLint info_log_length = 0;
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glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
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if (status == GL_FALSE || info_log_length > 0)
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{
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std::string info_log;
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info_log.resize(info_log_length + 1);
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glGetProgramInfoLog(program_id, info_log_length, &info_log_length, info_log.data());
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if (status == GL_TRUE)
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{
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Log_ErrorPrintf("Program linked with warnings:\n%s", info_log.c_str());
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}
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else
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{
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Log_ErrorPrintf("Program failed to link:\n%s", info_log.c_str());
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glDeleteProgram(program_id);
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program_id = 0;
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return false;
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}
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}
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return true;
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}
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