mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-22 19:15:47 +00:00
9e8f02b66d
* 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 275d363aaf30011f238010572cfdb320bd7b627f. * 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.
378 lines
No EOL
11 KiB
C#
378 lines
No EOL
11 KiB
C#
// This code was written for the OpenTK library and has been released
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// to the Public Domain.
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// It is provided "as is" without express or implied warranty of any kind.
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using Gal;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.OsHle;
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using System;
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namespace Ryujinx
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{
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public class GLScreen : GameWindow
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{
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class ScreenTexture : IDisposable
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{
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private Switch Ns;
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private IGalRenderer Renderer;
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private int Width;
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private int Height;
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private int TexHandle;
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private int[] Pixels;
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public ScreenTexture(Switch Ns, IGalRenderer Renderer, int Width, int Height)
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{
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this.Ns = Ns;
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this.Renderer = Renderer;
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this.Width = Width;
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this.Height = Height;
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Pixels = new int[Width * Height];
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TexHandle = GL.GenTexture();
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GL.BindTexture(TextureTarget.Texture2D, TexHandle);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
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GL.TexImage2D(TextureTarget.Texture2D,
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0,
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PixelInternalFormat.Rgba,
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Width,
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Height,
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0,
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PixelFormat.Rgba,
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PixelType.UnsignedByte,
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IntPtr.Zero);
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}
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public int Texture
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{
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get
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{
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UploadBitmap();
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return TexHandle;
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}
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}
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unsafe void UploadBitmap()
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{
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int FbSize = Width * Height * 4;
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if (Renderer.FrameBufferPtr == 0 || Renderer.FrameBufferPtr + FbSize > uint.MaxValue)
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{
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return;
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}
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byte* SrcPtr = (byte*)Ns.Ram + (uint)Renderer.FrameBufferPtr;
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for (int Y = 0; Y < Height; Y++)
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{
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for (int X = 0; X < Width; X++)
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{
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int SrcOffs = GetSwizzleOffset(X, Y, 4);
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Pixels[X + Y * Width] = *((int*)(SrcPtr + SrcOffs));
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}
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}
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GL.BindTexture(TextureTarget.Texture2D, TexHandle);
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GL.TexSubImage2D(TextureTarget.Texture2D,
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0,
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0,
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0,
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Width,
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Height,
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PixelFormat.Rgba,
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PixelType.UnsignedByte,
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Pixels);
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}
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private int GetSwizzleOffset(int X, int Y, int Bpp)
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{
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int Pos;
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Pos = (Y & 0x7f) >> 4;
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Pos += (X >> 4) << 3;
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Pos += (Y >> 7) * ((Width >> 4) << 3);
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Pos *= 1024;
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Pos += ((Y & 0xf) >> 3) << 9;
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Pos += ((X & 0xf) >> 3) << 8;
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Pos += ((Y & 0x7) >> 1) << 6;
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Pos += ((X & 0x7) >> 2) << 5;
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Pos += ((Y & 0x1) >> 0) << 4;
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Pos += ((X & 0x3) >> 0) << 2;
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return Pos;
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}
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private bool disposed;
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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void Dispose(bool disposing)
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{
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if (!disposed)
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{
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if (disposing)
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{
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GL.DeleteTexture(TexHandle);
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}
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disposed = true;
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}
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}
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}
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private string VtxShaderSource = @"
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#version 330 core
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precision highp float;
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layout(location = 0) in vec3 in_position;
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layout(location = 1) in vec4 in_color;
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layout(location = 2) in vec2 in_tex_coord;
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out vec4 color;
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out vec2 tex_coord;
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void main(void) {
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color = in_color;
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tex_coord = in_tex_coord;
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gl_Position = vec4((in_position + vec3(-960, 270, 0)) / vec3(1920, 270, 1), 1);
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}";
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private string FragShaderSource = @"
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#version 330 core
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precision highp float;
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uniform sampler2D tex;
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in vec4 color;
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in vec2 tex_coord;
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out vec4 out_frag_color;
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void main(void) {
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out_frag_color = vec4(texture(tex, tex_coord).rgb, color.a);
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}";
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private int VtxShaderHandle,
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FragShaderHandle,
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PrgShaderHandle;
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private int VaoHandle;
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private int VboHandle;
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private Switch Ns;
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private IGalRenderer Renderer;
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private ScreenTexture ScreenTex;
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public GLScreen(Switch Ns, IGalRenderer Renderer)
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: base(1280, 720,
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new GraphicsMode(), "Ryujinx", 0,
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DisplayDevice.Default, 3, 3,
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GraphicsContextFlags.ForwardCompatible)
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{
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this.Ns = Ns;
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this.Renderer = Renderer;
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ScreenTex = new ScreenTexture(Ns, Renderer, 1280, 720);
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}
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protected override void OnLoad (EventArgs e)
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{
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VSync = VSyncMode.On;
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CreateShaders();
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CreateVbo();
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GL.Enable(EnableCap.Blend);
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GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
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}
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protected override void OnUnload(EventArgs e)
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{
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ScreenTex.Dispose();
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GL.DeleteVertexArray(VaoHandle);
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GL.DeleteBuffer(VboHandle);
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}
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private void CreateVbo()
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{
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VaoHandle = GL.GenVertexArray();
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VboHandle = GL.GenBuffer();
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uint[] Buffer = new uint[]
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{
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0xc4700000, 0x80000000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x00000000,
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0x45340000, 0x80000000, 0x00000000, 0xffffffff, 0x00000000, 0x3f800000, 0x00000000,
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0xc4700000, 0xc4070000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x3f800000,
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0x45340000, 0xc4070000, 0x00000000, 0xffffffff, 0x00000000, 0x3f800000, 0x3f800000
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};
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IntPtr Length = new IntPtr(Buffer.Length * 4);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.BindVertexArray(VaoHandle);
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GL.EnableVertexAttribArray(0);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 28, 0);
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GL.EnableVertexAttribArray(1);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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GL.VertexAttribPointer(1, 4, VertexAttribPointerType.UnsignedByte, false, 28, 12);
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GL.EnableVertexAttribArray(2);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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GL.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, 28, 20);
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GL.BindVertexArray(0);
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}
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private void CreateShaders()
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{
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VtxShaderHandle = GL.CreateShader(ShaderType.VertexShader);
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FragShaderHandle = GL.CreateShader(ShaderType.FragmentShader);
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GL.ShaderSource(VtxShaderHandle, VtxShaderSource);
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GL.ShaderSource(FragShaderHandle, FragShaderSource);
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GL.CompileShader(VtxShaderHandle);
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GL.CompileShader(FragShaderHandle);
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PrgShaderHandle = GL.CreateProgram();
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GL.AttachShader(PrgShaderHandle, VtxShaderHandle);
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GL.AttachShader(PrgShaderHandle, FragShaderHandle);
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GL.LinkProgram(PrgShaderHandle);
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GL.UseProgram(PrgShaderHandle);
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int TexLocation = GL.GetUniformLocation(PrgShaderHandle, "tex");
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GL.Uniform1(TexLocation, 0);
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}
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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unsafe
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{
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long HidOffset = Ns.Os.GetVirtHidOffset();
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if (HidOffset == 0 || HidOffset + Horizon.HidSize > uint.MaxValue)
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{
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return;
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}
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byte* Ptr = (byte*)Ns.Ram + (uint)HidOffset;
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int State = 0;
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if (Keyboard[OpenTK.Input.Key.Up])
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{
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State |= 0x2000;
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}
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if (Keyboard[OpenTK.Input.Key.Down])
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{
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State |= 0x8000;
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}
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if (Keyboard[OpenTK.Input.Key.Left])
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{
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State |= 0x1000;
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}
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if (Keyboard[OpenTK.Input.Key.Right])
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{
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State |= 0x4000;
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}
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if (Keyboard[OpenTK.Input.Key.A])
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{
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State |= 0x1;
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}
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if (Keyboard[OpenTK.Input.Key.S])
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{
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State |= 0x2;
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}
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if (Keyboard[OpenTK.Input.Key.Z])
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{
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State |= 0x4;
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}
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if (Keyboard[OpenTK.Input.Key.X])
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{
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State |= 0x8;
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}
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if (Keyboard[OpenTK.Input.Key.Enter])
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{
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State |= 0x400;
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}
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if (Keyboard[OpenTK.Input.Key.Tab])
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{
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State |= 0x800;
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}
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*((int*)(Ptr + 0xae38)) = (int)State;
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}
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if (Keyboard[OpenTK.Input.Key.Escape])
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{
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this.Exit();
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}
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}
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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GL.Viewport(0, 0, 1280, 720);
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Title = $"Ryujinx Screen - (Vsync: {VSync} - FPS: {1f / e.Time:0})";
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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RenderFb();
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GL.UseProgram(PrgShaderHandle);
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Renderer.RunActions();
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Renderer.BindTexture(0);
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Renderer.Render();
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SwapBuffers();
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}
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void RenderFb()
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{
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(TextureTarget.Texture2D, ScreenTex.Texture);
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GL.BindVertexArray(VaoHandle);
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GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
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}
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}
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} |