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Ryujinx/GLScreen.cs
Ac_K 9e8f02b66d Add internal Logging support (#3)
* Add internal Logging support

Add class Logging.
Replace all Console.WriteLine() to looks better.
Add informations inside Windows Titles.

* Revert "Add internal Logging support"

This reverts commit 275d363aaf.

* Add internal Logging support

Add Logging Class.
Replace all Console.WriteLine() to looks better.
Add debug informations of IpcMessage.
Add informations inside Windows Titles.

* Add internal Logging support2

Add Logging Class.
Replace all Console.WriteLine() to looks better.
Add debug informations of IpcMessage.
Add informations inside Windows Titles.
2018-02-08 21:43:22 -03:00

378 lines
No EOL
11 KiB
C#

// This code was written for the OpenTK library and has been released
// to the Public Domain.
// It is provided "as is" without express or implied warranty of any kind.
using Gal;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using Ryujinx.OsHle;
using System;
namespace Ryujinx
{
public class GLScreen : GameWindow
{
class ScreenTexture : IDisposable
{
private Switch Ns;
private IGalRenderer Renderer;
private int Width;
private int Height;
private int TexHandle;
private int[] Pixels;
public ScreenTexture(Switch Ns, IGalRenderer Renderer, int Width, int Height)
{
this.Ns = Ns;
this.Renderer = Renderer;
this.Width = Width;
this.Height = Height;
Pixels = new int[Width * Height];
TexHandle = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, TexHandle);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexImage2D(TextureTarget.Texture2D,
0,
PixelInternalFormat.Rgba,
Width,
Height,
0,
PixelFormat.Rgba,
PixelType.UnsignedByte,
IntPtr.Zero);
}
public int Texture
{
get
{
UploadBitmap();
return TexHandle;
}
}
unsafe void UploadBitmap()
{
int FbSize = Width * Height * 4;
if (Renderer.FrameBufferPtr == 0 || Renderer.FrameBufferPtr + FbSize > uint.MaxValue)
{
return;
}
byte* SrcPtr = (byte*)Ns.Ram + (uint)Renderer.FrameBufferPtr;
for (int Y = 0; Y < Height; Y++)
{
for (int X = 0; X < Width; X++)
{
int SrcOffs = GetSwizzleOffset(X, Y, 4);
Pixels[X + Y * Width] = *((int*)(SrcPtr + SrcOffs));
}
}
GL.BindTexture(TextureTarget.Texture2D, TexHandle);
GL.TexSubImage2D(TextureTarget.Texture2D,
0,
0,
0,
Width,
Height,
PixelFormat.Rgba,
PixelType.UnsignedByte,
Pixels);
}
private int GetSwizzleOffset(int X, int Y, int Bpp)
{
int Pos;
Pos = (Y & 0x7f) >> 4;
Pos += (X >> 4) << 3;
Pos += (Y >> 7) * ((Width >> 4) << 3);
Pos *= 1024;
Pos += ((Y & 0xf) >> 3) << 9;
Pos += ((X & 0xf) >> 3) << 8;
Pos += ((Y & 0x7) >> 1) << 6;
Pos += ((X & 0x7) >> 2) << 5;
Pos += ((Y & 0x1) >> 0) << 4;
Pos += ((X & 0x3) >> 0) << 2;
return Pos;
}
private bool disposed;
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
void Dispose(bool disposing)
{
if (!disposed)
{
if (disposing)
{
GL.DeleteTexture(TexHandle);
}
disposed = true;
}
}
}
private string VtxShaderSource = @"
#version 330 core
precision highp float;
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec4 in_color;
layout(location = 2) in vec2 in_tex_coord;
out vec4 color;
out vec2 tex_coord;
void main(void) {
color = in_color;
tex_coord = in_tex_coord;
gl_Position = vec4((in_position + vec3(-960, 270, 0)) / vec3(1920, 270, 1), 1);
}";
private string FragShaderSource = @"
#version 330 core
precision highp float;
uniform sampler2D tex;
in vec4 color;
in vec2 tex_coord;
out vec4 out_frag_color;
void main(void) {
out_frag_color = vec4(texture(tex, tex_coord).rgb, color.a);
}";
private int VtxShaderHandle,
FragShaderHandle,
PrgShaderHandle;
private int VaoHandle;
private int VboHandle;
private Switch Ns;
private IGalRenderer Renderer;
private ScreenTexture ScreenTex;
public GLScreen(Switch Ns, IGalRenderer Renderer)
: base(1280, 720,
new GraphicsMode(), "Ryujinx", 0,
DisplayDevice.Default, 3, 3,
GraphicsContextFlags.ForwardCompatible)
{
this.Ns = Ns;
this.Renderer = Renderer;
ScreenTex = new ScreenTexture(Ns, Renderer, 1280, 720);
}
protected override void OnLoad (EventArgs e)
{
VSync = VSyncMode.On;
CreateShaders();
CreateVbo();
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
}
protected override void OnUnload(EventArgs e)
{
ScreenTex.Dispose();
GL.DeleteVertexArray(VaoHandle);
GL.DeleteBuffer(VboHandle);
}
private void CreateVbo()
{
VaoHandle = GL.GenVertexArray();
VboHandle = GL.GenBuffer();
uint[] Buffer = new uint[]
{
0xc4700000, 0x80000000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x00000000,
0x45340000, 0x80000000, 0x00000000, 0xffffffff, 0x00000000, 0x3f800000, 0x00000000,
0xc4700000, 0xc4070000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x3f800000,
0x45340000, 0xc4070000, 0x00000000, 0xffffffff, 0x00000000, 0x3f800000, 0x3f800000
};
IntPtr Length = new IntPtr(Buffer.Length * 4);
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindVertexArray(VaoHandle);
GL.EnableVertexAttribArray(0);
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 28, 0);
GL.EnableVertexAttribArray(1);
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
GL.VertexAttribPointer(1, 4, VertexAttribPointerType.UnsignedByte, false, 28, 12);
GL.EnableVertexAttribArray(2);
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
GL.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, 28, 20);
GL.BindVertexArray(0);
}
private void CreateShaders()
{
VtxShaderHandle = GL.CreateShader(ShaderType.VertexShader);
FragShaderHandle = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(VtxShaderHandle, VtxShaderSource);
GL.ShaderSource(FragShaderHandle, FragShaderSource);
GL.CompileShader(VtxShaderHandle);
GL.CompileShader(FragShaderHandle);
PrgShaderHandle = GL.CreateProgram();
GL.AttachShader(PrgShaderHandle, VtxShaderHandle);
GL.AttachShader(PrgShaderHandle, FragShaderHandle);
GL.LinkProgram(PrgShaderHandle);
GL.UseProgram(PrgShaderHandle);
int TexLocation = GL.GetUniformLocation(PrgShaderHandle, "tex");
GL.Uniform1(TexLocation, 0);
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
unsafe
{
long HidOffset = Ns.Os.GetVirtHidOffset();
if (HidOffset == 0 || HidOffset + Horizon.HidSize > uint.MaxValue)
{
return;
}
byte* Ptr = (byte*)Ns.Ram + (uint)HidOffset;
int State = 0;
if (Keyboard[OpenTK.Input.Key.Up])
{
State |= 0x2000;
}
if (Keyboard[OpenTK.Input.Key.Down])
{
State |= 0x8000;
}
if (Keyboard[OpenTK.Input.Key.Left])
{
State |= 0x1000;
}
if (Keyboard[OpenTK.Input.Key.Right])
{
State |= 0x4000;
}
if (Keyboard[OpenTK.Input.Key.A])
{
State |= 0x1;
}
if (Keyboard[OpenTK.Input.Key.S])
{
State |= 0x2;
}
if (Keyboard[OpenTK.Input.Key.Z])
{
State |= 0x4;
}
if (Keyboard[OpenTK.Input.Key.X])
{
State |= 0x8;
}
if (Keyboard[OpenTK.Input.Key.Enter])
{
State |= 0x400;
}
if (Keyboard[OpenTK.Input.Key.Tab])
{
State |= 0x800;
}
*((int*)(Ptr + 0xae38)) = (int)State;
}
if (Keyboard[OpenTK.Input.Key.Escape])
{
this.Exit();
}
}
protected override void OnRenderFrame(FrameEventArgs e)
{
GL.Viewport(0, 0, 1280, 720);
Title = $"Ryujinx Screen - (Vsync: {VSync} - FPS: {1f / e.Time:0})";
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
RenderFb();
GL.UseProgram(PrgShaderHandle);
Renderer.RunActions();
Renderer.BindTexture(0);
Renderer.Render();
SwapBuffers();
}
void RenderFb()
{
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, ScreenTex.Texture);
GL.BindVertexArray(VaoHandle);
GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
}
}
}