/* ** graphics.cpp ** ** This file is part of mkxp. ** ** Copyright (C) 2021 Amaryllis Kulla ** ** mkxp is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 2 of the License, or ** (at your option) any later version. ** ** mkxp is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with mkxp. If not, see . */ #include "graphics.h" #include "util.h" #include "gl-util.h" #include "sharedstate.h" #include "config.h" #include "glstate.h" #include "shader.h" #include "scene.h" #include "quad.h" #include "eventthread.h" #include "texpool.h" #include "bitmap.h" #include "etc-internal.h" #include "disposable.h" #include "intrulist.h" #include "binding.h" #include "debugwriter.h" #include "steamshim/steamshim_child.h" #include #include #include #include #include #include #include #define DEF_SCREEN_W (rgssVer == 1 ? 640 : 544) #define DEF_SCREEN_H (rgssVer == 1 ? 480 : 416) #define DEF_FRAMERATE (rgssVer == 1 ? 40 : 60) struct PingPong { TEXFBO rt[2]; uint8_t srcInd, dstInd; int screenW, screenH; PingPong(int screenW, int screenH) : srcInd(0), dstInd(1), screenW(screenW), screenH(screenH) { for (int i = 0; i < 2; ++i) { TEXFBO::init(rt[i]); TEXFBO::allocEmpty(rt[i], screenW, screenH); TEXFBO::linkFBO(rt[i]); gl.ClearColor(0, 0, 0, 1); FBO::clear(); } } ~PingPong() { for (int i = 0; i < 2; ++i) TEXFBO::fini(rt[i]); } TEXFBO &backBuffer() { return rt[srcInd]; } TEXFBO &frontBuffer() { return rt[dstInd]; } /* Better not call this during render cycles */ void resize(int width, int height) { screenW = width; screenH = height; for (int i = 0; i < 2; ++i) TEXFBO::allocEmpty(rt[i], width, height); } void startRender() { bind(); } void swapRender() { std::swap(srcInd, dstInd); bind(); } void clearBuffers() { glState.clearColor.pushSet(Vec4(0, 0, 0, 1)); for (int i = 0; i < 2; ++i) { FBO::bind(rt[i].fbo); FBO::clear(); } glState.clearColor.pop(); } private: void bind() { FBO::bind(rt[dstInd].fbo); } }; class ScreenScene : public Scene { public: ScreenScene(int width, int height) : pp(width, height) { updateReso(width, height); brightEffect = false; brightnessQuad.setColor(Vec4()); } void composite() { const int w = geometry.rect.w; const int h = geometry.rect.h; shState->prepareDraw(); pp.startRender(); glState.viewport.set(IntRect(0, 0, w, h)); FBO::clear(); Scene::composite(); if (brightEffect) { SimpleColorShader &shader = shState->shaders().simpleColor; shader.bind(); shader.applyViewportProj(); shader.setTranslation(Vec2i()); brightnessQuad.draw(); } } void requestViewportRender(const Vec4 &c, const Vec4 &f, const Vec4 &t) { const IntRect &viewpRect = glState.scissorBox.get(); const IntRect &screenRect = geometry.rect; const bool toneRGBEffect = t.xyzNotNull(); const bool toneGrayEffect = t.w != 0; const bool colorEffect = c.w > 0; const bool flashEffect = f.w > 0; if (toneGrayEffect) { pp.swapRender(); if (!viewpRect.encloses(screenRect)) { /* Scissor test _does_ affect FBO blit operations, * and since we're inside the draw cycle, it will * be turned on, so turn it off temporarily */ glState.scissorTest.pushSet(false); GLMeta::blitBegin(pp.frontBuffer()); GLMeta::blitSource(pp.backBuffer()); GLMeta::blitRectangle(geometry.rect, Vec2i()); GLMeta::blitEnd(); glState.scissorTest.pop(); } GrayShader &shader = shState->shaders().gray; shader.bind(); shader.setGray(t.w); shader.applyViewportProj(); shader.setTexSize(screenRect.size()); TEX::bind(pp.backBuffer().tex); glState.blend.pushSet(false); screenQuad.draw(); glState.blend.pop(); } if (!toneRGBEffect && !colorEffect && !flashEffect) return; FlatColorShader &shader = shState->shaders().flatColor; shader.bind(); shader.applyViewportProj(); if (toneRGBEffect) { /* First split up additive / substractive components */ Vec4 add, sub; if (t.x > 0) add.x = t.x; if (t.y > 0) add.y = t.y; if (t.z > 0) add.z = t.z; if (t.x < 0) sub.x = -t.x; if (t.y < 0) sub.y = -t.y; if (t.z < 0) sub.z = -t.z; /* Then apply them using hardware blending */ gl.BlendFuncSeparate(GL_ONE, GL_ONE, GL_ZERO, GL_ONE); if (add.xyzNotNull()) { gl.BlendEquation(GL_FUNC_ADD); shader.setColor(add); screenQuad.draw(); } if (sub.xyzNotNull()) { gl.BlendEquation(GL_FUNC_REVERSE_SUBTRACT); shader.setColor(sub); screenQuad.draw(); } } if (colorEffect || flashEffect) { gl.BlendEquation(GL_FUNC_ADD); gl.BlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); } if (colorEffect) { shader.setColor(c); screenQuad.draw(); } if (flashEffect) { shader.setColor(f); screenQuad.draw(); } glState.blendMode.refresh(); } void setBrightness(float norm) { brightnessQuad.setColor(Vec4(0, 0, 0, 1.0f - norm)); brightEffect = norm < 1.0f; } void updateReso(int width, int height) { geometry.rect.w = width; geometry.rect.h = height; screenQuad.setTexPosRect(geometry.rect, geometry.rect); brightnessQuad.setTexPosRect(geometry.rect, geometry.rect); notifyGeometryChange(); } void setResolution(int width, int height) { pp.resize(width, height); updateReso(width, height); } PingPong &getPP() { return pp; } private: PingPong pp; Quad screenQuad; Quad brightnessQuad; bool brightEffect; }; /* Nanoseconds per second */ #define NS_PER_S 1000000000 struct FPSLimiter { uint64_t lastTickCount; /* ticks per frame */ int64_t tpf; /* Ticks per second */ const uint64_t tickFreq; /* Ticks per milisecond */ const uint64_t tickFreqMS; /* Ticks per nanosecond */ const double tickFreqNS; bool disabled; /* Data for frame timing adjustment */ struct { /* Last tick count */ uint64_t last; /* How far behind/in front we are for ideal frame timing */ int64_t idealDiff; bool resetFlag; } adj; FPSLimiter(uint16_t desiredFPS) : lastTickCount(SDL_GetPerformanceCounter()), tickFreq(SDL_GetPerformanceFrequency()), tickFreqMS(tickFreq / 1000), tickFreqNS((double) tickFreq / NS_PER_S), disabled(false) { setDesiredFPS(desiredFPS); adj.last = SDL_GetPerformanceCounter(); adj.idealDiff = 0; adj.resetFlag = false; } void setDesiredFPS(uint16_t value) { tpf = tickFreq / value; } void delay() { if (disabled) return; int64_t tickDelta = SDL_GetPerformanceCounter() - lastTickCount; int64_t toDelay = tpf - tickDelta; /* Compensate for the last delta * to the ideal timestep */ toDelay -= adj.idealDiff; if (toDelay < 0) toDelay = 0; delayTicks(toDelay); uint64_t now = lastTickCount = SDL_GetPerformanceCounter(); int64_t diff = now - adj.last; adj.last = now; /* Recalculate our temporal position * relative to the ideal timestep */ adj.idealDiff = diff - tpf + adj.idealDiff; if (adj.resetFlag) { adj.idealDiff = 0; adj.resetFlag = false; } } void resetFrameAdjust() { adj.resetFlag = true; } /* If we're more than a full frame's worth * of ticks behind the ideal timestep, * there's no choice but to skip frame(s) * to catch up */ bool frameSkipRequired() const { if (disabled) return false; return adj.idealDiff > tpf; } private: void delayTicks(uint64_t ticks) { #if defined(HAVE_NANOSLEEP) struct timespec req; uint64_t nsec = ticks / tickFreqNS; req.tv_sec = nsec / NS_PER_S; req.tv_nsec = nsec % NS_PER_S; errno = 0; while (nanosleep(&req, &req) == -1) { int err = errno; errno = 0; if (err == EINTR) continue; Debug() << "nanosleep failed. errno:" << err; SDL_Delay(ticks / tickFreqMS); break; } #else SDL_Delay(ticks / tickFreqMS); #endif } }; struct GraphicsPrivate { /* Screen resolution, ie. the resolution at which * RGSS renders at (settable with Graphics.resize_screen). * Can only be changed from within RGSS */ Vec2i scRes; /* Screen size, to which the rendered frames are scaled up. * This can be smaller than the window size when fixed aspect * ratio is enforced */ Vec2i scSize; /* Actual physical size of the game window */ Vec2i winSize; /* Offset in the game window at which the scaled game screen * is blitted inside the game window */ Vec2i scOffset; ScreenScene screen; RGSSThreadData *threadData; SDL_GLContext glCtx; int frameRate; int frameCount; int brightness; FPSLimiter fpsLimiter; bool frozen; TEXFBO frozenScene; Quad screenQuad; /* Global list of all live Disposables * (disposed on reset) */ IntruList dispList; GraphicsPrivate(RGSSThreadData *rtData) : scRes(DEF_SCREEN_W, DEF_SCREEN_H), scSize(scRes), winSize(rtData->config.defScreenW, rtData->config.defScreenH), screen(scRes.x, scRes.y), threadData(rtData), glCtx(SDL_GL_GetCurrentContext()), frameRate(DEF_FRAMERATE), frameCount(0), brightness(255), fpsLimiter(frameRate), frozen(false) { recalculateScreenSize(rtData); updateScreenResoRatio(rtData); TEXFBO::init(frozenScene); TEXFBO::allocEmpty(frozenScene, scRes.x, scRes.y); TEXFBO::linkFBO(frozenScene); FloatRect screenRect(0, 0, scRes.x, scRes.y); screenQuad.setTexPosRect(screenRect, screenRect); fpsLimiter.resetFrameAdjust(); } ~GraphicsPrivate() { TEXFBO::fini(frozenScene); } void updateScreenResoRatio(RGSSThreadData *rtData) { Vec2 &ratio = rtData->sizeResoRatio; ratio.x = (float) scRes.x / scSize.x; ratio.y = (float) scRes.y / scSize.y; rtData->screenOffset = scOffset; } /* Enforces fixed aspect ratio, if desired */ void recalculateScreenSize(RGSSThreadData *rtData) { scSize = winSize; if (!rtData->config.fixedAspectRatio) { scOffset = Vec2i(0, 0); return; } float resRatio = (float) scRes.x / scRes.y; float winRatio = (float) winSize.x / winSize.y; if (resRatio > winRatio) scSize.y = scSize.x / resRatio; else if (resRatio < winRatio) scSize.x = scSize.y * resRatio; scOffset.x = (winSize.x - scSize.x) / 2.f; scOffset.y = (winSize.y - scSize.y) / 2.f; } void checkResize() { if (threadData->windowSizeMsg.poll(winSize)) { /* some GL drivers change the viewport on window resize */ glState.viewport.refresh(); recalculateScreenSize(threadData); updateScreenResoRatio(threadData); SDL_Rect screen = { scOffset.x, scOffset.y, scSize.x, scSize.y }; threadData->ethread->notifyGameScreenChange(screen); } } void checkShutDownReset() { shState->checkShutdown(); shState->checkReset(); } void shutdown() { threadData->rqTermAck.set(); shState->texPool().disable(); scriptBinding->terminate(); } void swapGLBuffer() { fpsLimiter.delay(); // Steam overlay renderer blindly assumes that the default // framebuffer is bound at swap time when it ReadPixels's to // aquire screenshots. FBO::unbind(); SDL_GL_SwapWindow(threadData->window); ++frameCount; threadData->ethread->notifyFrame(); } void compositeToBuffer(TEXFBO &buffer) { screen.composite(); GLMeta::blitBegin(buffer); GLMeta::blitSource(screen.getPP().frontBuffer()); GLMeta::blitRectangle(IntRect(0, 0, scRes.x, scRes.y), Vec2i()); GLMeta::blitEnd(); } void metaBlitBufferFlippedScaled() { GLMeta::blitRectangle(IntRect(0, 0, scRes.x, scRes.y), IntRect(scOffset.x, scSize.y+scOffset.y, scSize.x, -scSize.y), threadData->config.smoothScaling); } void redrawScreen() { screen.composite(); GLMeta::blitBeginScreen(winSize); GLMeta::blitSource(screen.getPP().frontBuffer()); FBO::clear(); metaBlitBufferFlippedScaled(); GLMeta::blitEnd(); swapGLBuffer(); } void checkSyncLock() { if (!threadData->syncPoint.mainSyncLocked()) return; /* Releasing the GL context before sleeping and making it * current again on wakeup seems to avoid the context loss * when the app moves into the background on Android */ SDL_GL_MakeCurrent(threadData->window, 0); threadData->syncPoint.waitMainSync(); SDL_GL_MakeCurrent(threadData->window, glCtx); fpsLimiter.resetFrameAdjust(); } }; Graphics::Graphics(RGSSThreadData *data) { p = new GraphicsPrivate(data); if (data->config.syncToRefreshrate) { p->frameRate = data->refreshRate; p->fpsLimiter.disabled = true; } else if (data->config.fixedFramerate > 0) { p->fpsLimiter.setDesiredFPS(data->config.fixedFramerate); } else if (data->config.fixedFramerate < 0) { p->fpsLimiter.disabled = true; } } Graphics::~Graphics() { delete p; } void Graphics::update() { p->checkShutDownReset(); p->checkSyncLock(); if (p->frozen) return; if (p->fpsLimiter.frameSkipRequired()) { if (p->threadData->config.frameSkip) { /* Skip frame */ p->fpsLimiter.delay(); ++p->frameCount; p->threadData->ethread->notifyFrame(); return; } else { /* Just reset frame adjust counter */ p->fpsLimiter.resetFrameAdjust(); } } p->checkResize(); p->redrawScreen(); STEAMSHIM_pump(); } void Graphics::freeze() { p->frozen = true; p->checkShutDownReset(); p->checkResize(); /* Capture scene into frozen buffer */ p->compositeToBuffer(p->frozenScene); } void Graphics::transition(int duration, const char *filename, int vague) { p->checkSyncLock(); if (!p->frozen) return; vague = clamp(vague, 1, 256); Bitmap *transMap = *filename ? new Bitmap(filename) : 0; setBrightness(255); /* Capture new scene */ p->screen.composite(); /* The PP frontbuffer will hold the current scene after the * composition step. Since the backbuffer is unused during * the transition, we can reuse it as the target buffer for * the final rendered image. */ TEXFBO ¤tScene = p->screen.getPP().frontBuffer(); TEXFBO &transBuffer = p->screen.getPP().backBuffer(); /* If no transition bitmap is provided, * we can use a simplified shader */ TransShader &transShader = shState->shaders().trans; SimpleTransShader &simpleShader = shState->shaders().simpleTrans; if (transMap) { TransShader &shader = transShader; shader.bind(); shader.applyViewportProj(); shader.setFrozenScene(p->frozenScene.tex); shader.setCurrentScene(currentScene.tex); shader.setTransMap(transMap->getGLTypes().tex); shader.setVague(vague / 256.0f); shader.setTexSize(p->scRes); } else { SimpleTransShader &shader = simpleShader; shader.bind(); shader.applyViewportProj(); shader.setFrozenScene(p->frozenScene.tex); shader.setCurrentScene(currentScene.tex); shader.setTexSize(p->scRes); } glState.blend.pushSet(false); for (int i = 0; i < duration; ++i) { /* We need to clean up transMap properly before * a possible longjmp, so we manually test for * shutdown/reset here */ if (p->threadData->rqTerm) { glState.blend.pop(); delete transMap; p->shutdown(); return; } if (p->threadData->rqReset) { glState.blend.pop(); delete transMap; scriptBinding->reset(); return; } p->checkSyncLock(); const float prog = i * (1.0f / duration); if (transMap) { transShader.bind(); transShader.setProg(prog); } else { simpleShader.bind(); simpleShader.setProg(prog); } /* Draw the composed frame to a buffer first * (we need this because we're skipping PingPong) */ FBO::bind(transBuffer.fbo); FBO::clear(); p->screenQuad.draw(); p->checkResize(); /* Then blit it flipped and scaled to the screen */ FBO::unbind(); FBO::clear(); GLMeta::blitBeginScreen(Vec2i(p->winSize)); GLMeta::blitSource(transBuffer); p->metaBlitBufferFlippedScaled(); GLMeta::blitEnd(); p->swapGLBuffer(); } glState.blend.pop(); delete transMap; p->frozen = false; } void Graphics::frameReset() { p->fpsLimiter.resetFrameAdjust(); } static void guardDisposed() {} DEF_ATTR_RD_SIMPLE(Graphics, FrameRate, int, p->frameRate) DEF_ATTR_SIMPLE(Graphics, FrameCount, int, p->frameCount) void Graphics::setFrameRate(int value) { p->frameRate = clamp(value, 10, 120); if (p->threadData->config.syncToRefreshrate) return; if (p->threadData->config.fixedFramerate > 0) return; p->fpsLimiter.setDesiredFPS(p->frameRate); } void Graphics::wait(int duration) { for (int i = 0; i < duration; ++i) { p->checkShutDownReset(); p->redrawScreen(); } } void Graphics::fadeout(int duration) { FBO::unbind(); float curr = p->brightness; float diff = 255.0f - curr; for (int i = duration-1; i > -1; --i) { setBrightness(diff + (curr / duration) * i); if (p->frozen) { GLMeta::blitBeginScreen(p->scSize); GLMeta::blitSource(p->frozenScene); FBO::clear(); p->metaBlitBufferFlippedScaled(); GLMeta::blitEnd(); p->swapGLBuffer(); } else { update(); } } } void Graphics::fadein(int duration) { FBO::unbind(); float curr = p->brightness; float diff = 255.0f - curr; for (int i = 1; i <= duration; ++i) { setBrightness(curr + (diff / duration) * i); if (p->frozen) { GLMeta::blitBeginScreen(p->scSize); GLMeta::blitSource(p->frozenScene); FBO::clear(); p->metaBlitBufferFlippedScaled(); GLMeta::blitEnd(); p->swapGLBuffer(); } else { update(); } } } Bitmap *Graphics::snapToBitmap() { Bitmap *bitmap = new Bitmap(width(), height()); p->compositeToBuffer(bitmap->getGLTypes()); /* Taint entire bitmap */ bitmap->taintArea(IntRect(0, 0, width(), height())); return bitmap; } int Graphics::width() const { return p->scRes.x; } int Graphics::height() const { return p->scRes.y; } void Graphics::resizeScreen(int width, int height) { width = clamp(width, 1, 640); height = clamp(height, 1, 480); Vec2i size(width, height); if (p->scRes == size) return; p->scRes = size; p->screen.setResolution(width, height); TEXFBO::allocEmpty(p->frozenScene, width, height); FloatRect screenRect(0, 0, width, height); p->screenQuad.setTexPosRect(screenRect, screenRect); shState->eThread().requestWindowResize(width, height); } void Graphics::playMovie(const char *filename) { Debug() << "Graphics.playMovie(" << filename << ") not implemented"; } DEF_ATTR_RD_SIMPLE(Graphics, Brightness, int, p->brightness) void Graphics::setBrightness(int value) { value = clamp(value, 0, 255); if (p->brightness == value) return; p->brightness = value; p->screen.setBrightness(value / 255.0); } void Graphics::reset() { /* Dispose all live Disposables */ IntruListLink *iter; for (iter = p->dispList.begin(); iter != p->dispList.end(); iter = iter->next) { iter->data->dispose(); } p->dispList.clear(); /* Reset attributes (frame count not included) */ p->fpsLimiter.resetFrameAdjust(); p->frozen = false; p->screen.getPP().clearBuffers(); setFrameRate(DEF_FRAMERATE); setBrightness(255); } bool Graphics::getFullscreen() const { return p->threadData->ethread->getFullscreen(); } void Graphics::setFullscreen(bool value) { p->threadData->ethread->requestFullscreenMode(value); } bool Graphics::getShowCursor() const { return p->threadData->ethread->getShowCursor(); } void Graphics::setShowCursor(bool value) { p->threadData->ethread->requestShowCursor(value); } bool Graphics::getFixedAspectRatio() const { // It's a bit hacky to expose config values as a Graphics // attribute, but there's really no point in state duplication return shState->config().fixedAspectRatio; } void Graphics::setFixedAspectRatio(bool value) { shState->config().fixedAspectRatio = value; p->recalculateScreenSize(p->threadData); p->updateScreenResoRatio(p->threadData); } Scene *Graphics::getScreen() const { return &p->screen; } void Graphics::repaintWait(const AtomicFlag &exitCond, bool checkReset) { if (exitCond) return; /* Repaint the screen with the last good frame we drew */ TEXFBO &lastFrame = p->screen.getPP().frontBuffer(); GLMeta::blitBeginScreen(p->winSize); GLMeta::blitSource(lastFrame); while (!exitCond) { shState->checkShutdown(); if (checkReset) shState->checkReset(); FBO::clear(); p->metaBlitBufferFlippedScaled(); SDL_GL_SwapWindow(p->threadData->window); p->fpsLimiter.delay(); p->threadData->ethread->notifyFrame(); } GLMeta::blitEnd(); } void Graphics::addDisposable(Disposable *d) { p->dispList.append(d->link); } void Graphics::remDisposable(Disposable *d) { p->dispList.remove(d->link); }