mirror of
https://github.com/OpenEmu/OpenEmuKit.git
synced 2025-11-01 11:08:14 +00:00
160 lines
7.1 KiB
Swift
160 lines
7.1 KiB
Swift
// Copyright (c) 2022, OpenEmu Team
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of the OpenEmu Team nor the
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// names of its contributors may be used to endorse or promote products
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// derived from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY OpenEmu Team ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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// DISCLAIMED. IN NO EVENT SHALL OpenEmu Team BE LIABLE FOR ANY
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// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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import Foundation
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import OpenEmuBase
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import OpenGL
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import Atomics
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import os.log
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final class OpenGL2GameRenderer: BaseOpenGLGameRenderer {
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override class var attributes: [CGLPixelFormatAttribute] { [
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kCGLPFAAccelerated,
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kCGLPFAAllowOfflineRenderers,
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kCGLPFANoRecovery,
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kCGLPFAColorSize, CGLPixelFormatAttribute(24),
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kCGLPFADepthSize, CGLPixelFormatAttribute(24),
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CGLPixelFormatAttribute(0),
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] }
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override func setupFramebuffer() {
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glGenFramebuffersEXT(1, &coreVideoFBO)
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glBindFramebufferEXT(GLenum(GL_FRAMEBUFFER), coreVideoFBO)
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glFramebufferTexture2DEXT(GLenum(GL_FRAMEBUFFER), GLenum(GL_COLOR_ATTACHMENT0), GLenum(GL_TEXTURE_RECTANGLE_ARB), texture.openGLTexture, 0)
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var status = glGetError()
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if status != 0 {
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os_log(.error, log: .renderer,
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"Setup failed: create interop texture FBO 1, OpenGL error %04X",
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status)
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}
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// Complete the FBO
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glGenRenderbuffersEXT(1, &depthStencilRB)
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glBindRenderbufferEXT(GLenum(GL_RENDERBUFFER_EXT), depthStencilRB)
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glRenderbufferStorage(GLenum(GL_RENDERBUFFER_EXT), GLenum(GL_DEPTH24_STENCIL8), GLsizei(texture.size.width), GLsizei(texture.size.height))
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glFramebufferRenderbufferEXT(GLenum(GL_FRAMEBUFFER_EXT), GLenum(GL_DEPTH_STENCIL_ATTACHMENT), GLenum(GL_RENDERBUFFER_EXT), depthStencilRB)
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status = glGetError()
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if status != 0 {
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os_log(.error, log: .renderer,
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"Setup failed: create ioSurface FBO 2, OpenGL error %04X",
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status)
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}
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status = glCheckFramebufferStatusEXT(GLenum(GL_FRAMEBUFFER_EXT))
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if status != GL_FRAMEBUFFER_COMPLETE_EXT {
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os_log(.error, log: .renderer,
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"Cannot create FBO, OpenGL error %04X",
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status)
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}
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}
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override func setupDoubleBufferedFBO() {
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// Clear the other one while we're on this one.
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clearFramebuffer()
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glGenFramebuffersEXT(1, &alternateFBO)
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glBindFramebufferEXT(GLenum(GL_FRAMEBUFFER_EXT), alternateFBO)
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glGenRenderbuffersEXT(2, &tempRB)
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glBindRenderbufferEXT(GLenum(GL_RENDERBUFFER_EXT), tempRB[0])
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glRenderbufferStorage(GLenum(GL_RENDERBUFFER_EXT), GLenum(GL_RGB8), GLsizei(texture.size.width), GLsizei(texture.size.height))
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glFramebufferRenderbufferEXT(GLenum(GL_FRAMEBUFFER_EXT), GLenum(GL_COLOR_ATTACHMENT0_EXT), GLenum(GL_RENDERBUFFER_EXT), tempRB[0])
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glBindRenderbufferEXT(GLenum(GL_RENDERBUFFER_EXT), tempRB[1])
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glRenderbufferStorage(GLenum(GL_RENDERBUFFER_EXT), GLenum(GL_DEPTH32F_STENCIL8), GLsizei(texture.size.width), GLsizei(texture.size.height))
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glFramebufferRenderbufferEXT(GLenum(GL_FRAMEBUFFER_EXT), GLenum(GL_DEPTH_STENCIL_ATTACHMENT), GLenum(GL_RENDERBUFFER_EXT), tempRB[1])
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let status = glCheckFramebufferStatusEXT(GLenum(GL_FRAMEBUFFER_EXT))
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if status != GL_FRAMEBUFFER_COMPLETE_EXT {
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os_log(.error, log: .renderer, "Cannot create temp FBO. OpenGL error %04X", status)
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glDeleteFramebuffersEXT(1, &alternateFBO)
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}
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glClear(GLbitfield(GL_COLOR_BUFFER_BIT))
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isDoubleBufferFBOMode = true
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os_log(.debug, log: .renderer, "Setup GL2.1 3D 'double-buffered FBO' rendering")
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}
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override func bindFBO(_ fbo: GLuint) {
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// Bind our FBO / and thus our IOSurface
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glBindFramebufferEXT(GLenum(GL_FRAMEBUFFER_EXT), fbo)
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// Assume FBOs JUST WORK, because we checked on startExecution
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var status = glGetError()
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if status != 0 {
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os_log(.error, log: .renderer, "bindFBO: OpenGL error %04X", status)
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}
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status = glCheckFramebufferStatusEXT(GLenum(GL_FRAMEBUFFER_EXT))
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if status != GL_FRAMEBUFFER_COMPLETE_EXT {
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os_log(.error, log: .renderer, "OpenGL error %04X in draw, check FBO", status)
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}
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}
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override func presentDoubleBufferedFBO() {
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glBindFramebufferEXT(GLenum(GL_READ_FRAMEBUFFER_EXT), alternateFBO)
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glBindFramebufferEXT(GLenum(GL_DRAW_FRAMEBUFFER_EXT), coreVideoFBO)
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glBlitFramebufferEXT(0, 0, GLint(texture.size.width), GLint(texture.size.height),
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0, 0, GLint(texture.size.width), GLint(texture.size.height), GLbitfield(GL_COLOR_BUFFER_BIT), GLenum(GL_NEAREST))
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let status = glGetError()
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if status != 0 {
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os_log(.error, log: .renderer, "glBlitFramebufferEXT: OpenGL error %04X", status)
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}
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glBindFramebufferEXT(GLenum(GL_FRAMEBUFFER_EXT), alternateFBO)
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}
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override func willExecuteFrame() {
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super.willExecuteFrame()
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// Save state in case the game messes it up.
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glPushAttrib(GLenum(GL_ALL_ATTRIB_BITS))
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glPushClientAttrib(GLenum(GL_CLIENT_ALL_ATTRIB_BITS))
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}
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override func didExecuteFrame() {
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if alternateContext != nil {
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// Wait for the rendering thread to complete this frame.
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// Most cores with rendering threads don't seem to handle timing themselves - they're probably relying on Vsync.
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if isFPSLimiting.load(ordering: .sequentiallyConsistent) != 0 {
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executeThreadCanProceed.wait()
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}
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// Don't do any other work.
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return
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}
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// Reset anything the core did.
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glPopAttrib()
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glPopClientAttrib()
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// Update the IOSurface.
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glFlushRenderAPPLE()
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}
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}
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