- removed lots of unused code from gekko
- updated code style/naming conventions
This commit is contained in:
parent
7a7917df27
commit
8c60294243
3 changed files with 118 additions and 375 deletions
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@ -37,15 +37,7 @@ public:
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kFramebuffer_Texture
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};
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/// Used for referencing the render modes
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enum kRenderMode {
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kRenderMode_None = 0,
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kRenderMode_Multipass = 1,
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kRenderMode_ZComp = 2,
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kRenderMode_UseDstAlpha = 4
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};
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RendererBase() : current_fps_(0), current_frame_(0) {
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RendererBase() : m_current_fps(0), m_current_frame(0) {
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}
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~RendererBase() {
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@ -54,56 +46,6 @@ public:
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/// Swap buffers (render frame)
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virtual void SwapBuffers() = 0;
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/**
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* Blits the EFB to the external framebuffer (XFB)
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* @param src_rect Source rectangle in EFB to copy
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* @param dst_rect Destination rectangle in EFB to copy to
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* @param dest_height Destination height in pixels
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*/
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virtual void CopyToXFB(const Rect& src_rect, const Rect& dst_rect) = 0;
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/**
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* Clear the screen
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* @param rect Screen rectangle to clear
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* @param enable_color Enable color clearing
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* @param enable_alpha Enable alpha clearing
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* @param enable_z Enable depth clearing
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* @param color Clear color
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* @param z Clear depth
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*/
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virtual void Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z,
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u32 color, u32 z) = 0;
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/// Sets the renderer viewport location, width, and height
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virtual void SetViewport(int x, int y, int width, int height) = 0;
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/// Sets the renderer depthrange, znear and zfar
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virtual void SetDepthRange(double znear, double zfar) = 0;
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/* Sets the scissor box
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* @param rect Renderer rectangle to set scissor box to
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*/
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virtual void SetScissorBox(const Rect& rect) = 0;
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/**
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* Sets the line and point size
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* @param line_width Line width to use
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* @param point_size Point size to use
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*/
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virtual void SetLinePointSize(f32 line_width, f32 point_size) = 0;
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/**
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* Set a specific render mode
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* @param flag Render flags mode to enable
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*/
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virtual void SetMode(kRenderMode flags) = 0;
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/// Reset the full renderer API to the NULL state
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virtual void ResetRenderState() = 0;
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/// Restore the full renderer API state - As the game set it
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virtual void RestoreRenderState() = 0;
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/**
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* Set the emulator window to use for renderer
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* @param window EmuWindow handle to emulator window to use for rendering
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@ -119,13 +61,17 @@ public:
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// Getter/setter functions:
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// ------------------------
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f32 current_fps() const { return current_fps_; }
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f32 GetCurrentframe() const {
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return m_current_fps;
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}
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int current_frame() const { return current_frame_; }
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int current_frame() const {
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return m_current_frame;
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}
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protected:
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f32 current_fps_; ///< Current framerate, should be set by the renderer
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int current_frame_; ///< Current frame, should be set by the renderer
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f32 m_current_fps; ///< Current framerate, should be set by the renderer
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int m_current_frame; ///< Current frame, should be set by the renderer
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private:
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DISALLOW_COPY_AND_ASSIGN(RendererBase);
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@ -26,13 +26,53 @@
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#include "video_core.h"
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#include "renderer_opengl/renderer_opengl.h"
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/// RendererOpenGL constructor
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RendererOpenGL::RendererOpenGL() {
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memset(m_fbo, 0, sizeof(m_fbo));
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memset(m_fbo_rbo, 0, sizeof(m_fbo_rbo));
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memset(m_fbo_depth_buffers, 0, sizeof(m_fbo_depth_buffers));
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m_resolution_width = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
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m_resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
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m_xfb_texture_top = 0;
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m_xfb_texture_bottom = 0;
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m_xfb_top = 0;
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m_xfb_bottom = 0;
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}
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/// RendererOpenGL destructor
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RendererOpenGL::~RendererOpenGL() {
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}
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers() {
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// EFB->XFB copy
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// TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
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// register write We're also treating both framebuffers as a single one in OpenGL.
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Rect framebuffer_size(0, 0, m_resolution_width, m_resolution_height);
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RenderXFB(framebuffer_size, framebuffer_size);
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// XFB->Window copy
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RenderFramebuffer();
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// Swap buffers
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m_render_window->PollEvents();
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m_render_window->SwapBuffers();
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// Switch back to EFB and clear
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]);
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}
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/**
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* Helper function to flip framebuffer from left-to-right to top-to-bottom
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* @param addr Address of framebuffer in RAM
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* @param out Pointer to output buffer with flipped framebuffer
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* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
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*/
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inline void _flip_framebuffer(u32 addr, u8* out) {
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void RendererOpenGL::FlipFramebuffer(u32 addr, u8* out) {
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u8* in = Memory::GetPointer(addr);
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for (int y = 0; y < VideoCore::kScreenTopHeight; y++) {
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for (int x = 0; x < VideoCore::kScreenTopWidth; x++) {
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@ -47,79 +87,31 @@ inline void _flip_framebuffer(u32 addr, u8* out) {
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}
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}
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/// RendererOpenGL constructor
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RendererOpenGL::RendererOpenGL() {
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memset(fbo_, 0, sizeof(fbo_));
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memset(fbo_rbo_, 0, sizeof(fbo_rbo_));
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memset(fbo_depth_buffers_, 0, sizeof(fbo_depth_buffers_));
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resolution_width_ = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
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resolution_height_ = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
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xfb_texture_top_ = 0;
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xfb_texture_bottom_ = 0;
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xfb_top_ = 0;
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xfb_bottom_ = 0;
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}
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/// RendererOpenGL destructor
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RendererOpenGL::~RendererOpenGL() {
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}
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers() {
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ResetRenderState();
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// EFB->XFB copy
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// TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
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// register write We're also treating both framebuffers as a single one in OpenGL.
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Rect framebuffer_size(0, 0, resolution_width_, resolution_height_);
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RenderXFB(framebuffer_size, framebuffer_size);
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// XFB->Window copy
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RenderFramebuffer();
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// Swap buffers
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render_window_->PollEvents();
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render_window_->SwapBuffers();
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// Switch back to EFB and clear
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
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RestoreRenderState();
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}
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/**
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* Renders external framebuffer (XFB)
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* @param src_rect Source rectangle in XFB to copy
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* @param dst_rect Destination rectangle in output framebuffer to copy to
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*/
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void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) {
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static u8 xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth *3];
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static u8 xfb_bottom_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth *3];
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_flip_framebuffer(0x20282160, xfb_top_flipped);
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_flip_framebuffer(0x202118E0, xfb_bottom_flipped);
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ResetRenderState();
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FlipFramebuffer(0x20282160, m_xfb_top_flipped);
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FlipFramebuffer(0x202118E0, m_xfb_bottom_flipped);
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// Blit the top framebuffer
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// ------------------------
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// Update textures with contents of XFB in RAM - top
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glBindTexture(GL_TEXTURE_2D, xfb_texture_top_);
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glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
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GL_RGB, GL_UNSIGNED_BYTE, xfb_top_flipped);
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GL_RGB, GL_UNSIGNED_BYTE, m_xfb_top_flipped);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Render target is destination framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
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glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight);
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// Render source is our EFB
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glBindFramebuffer(GL_READ_FRAMEBUFFER, xfb_top_);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_top);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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// Blit
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// ---------------------------
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// Update textures with contents of XFB in RAM - bottom
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glBindTexture(GL_TEXTURE_2D, xfb_texture_bottom_);
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glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
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GL_RGB, GL_UNSIGNED_BYTE, xfb_bottom_flipped);
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GL_RGB, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Render target is destination framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
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glViewport(0, 0,
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VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight);
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// Render source is our EFB
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glBindFramebuffer(GL_READ_FRAMEBUFFER, xfb_bottom_);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_bottom);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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// Blit
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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RestoreRenderState();
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}
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/**
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* Blits the EFB to the external framebuffer (XFB)
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* @param src_rect Source rectangle in EFB to copy
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* @param dst_rect Destination rectangle in EFB to copy to
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*/
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void RendererOpenGL::CopyToXFB(const Rect& src_rect, const Rect& dst_rect) {
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ERROR_LOG(RENDER, "CopyToXFB not implemented! No EFB support yet!");
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//ResetRenderState();
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//// Render target is destination framebuffer
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//glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
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//glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight);
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//// Render source is our EFB
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//glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
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//glReadBuffer(GL_COLOR_ATTACHMENT0);
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//// Blit
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//glBlitFramebuffer(src_rect.x0_, src_rect.y0_, src_rect.x1_, src_rect.y1_,
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// dst_rect.x0_, dst_rect.y1_, dst_rect.x1_, dst_rect.y0_,
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// GL_COLOR_BUFFER_BIT, GL_LINEAR);
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//glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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//RestoreRenderState();
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}
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/**
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* Clear the screen
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* @param rect Screen rectangle to clear
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* @param enable_color Enable color clearing
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* @param enable_alpha Enable alpha clearing
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* @param enable_z Enable depth clearing
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* @param color Clear color
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* @param z Clear depth
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*/
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void RendererOpenGL::Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z,
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u32 color, u32 z) {
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GLboolean const color_mask = enable_color ? GL_TRUE : GL_FALSE;
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GLboolean const alpha_mask = enable_alpha ? GL_TRUE : GL_FALSE;
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ResetRenderState();
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// Clear color
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glColorMask(color_mask, color_mask, color_mask, alpha_mask);
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glClearColor(float((color >> 16) & 0xFF) / 255.0f, float((color >> 8) & 0xFF) / 255.0f,
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float((color >> 0) & 0xFF) / 255.0f, float((color >> 24) & 0xFF) / 255.0f);
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// Clear depth
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glDepthMask(enable_z ? GL_TRUE : GL_FALSE);
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glClearDepth(float(z & 0xFFFFFF) / float(0xFFFFFF));
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// Specify the rectangle of the EFB to clear
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glEnable(GL_SCISSOR_TEST);
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glScissor(rect.x0_, rect.y1_, rect.width(), rect.height());
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// Clear it!
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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RestoreRenderState();
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}
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/// Sets the renderer viewport location, width, and height
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void RendererOpenGL::SetViewport(int x, int y, int width, int height) {
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glViewport(x, y, width, height);
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}
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/// Sets the renderer depthrange, znear and zfar
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void RendererOpenGL::SetDepthRange(double znear, double zfar) {
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glDepthRange(znear, zfar);
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}
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/* Sets the scissor box
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* @param rect Renderer rectangle to set scissor box to
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*/
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void RendererOpenGL::SetScissorBox(const Rect& rect) {
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glScissor(rect.x0_, rect.y1_, rect.width(), rect.height());
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}
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/**
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* Sets the line and point size
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* @param line_width Line width to use
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* @param point_size Point size to use
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*/
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void RendererOpenGL::SetLinePointSize(f32 line_width, f32 point_size) {
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glLineWidth((GLfloat)line_width);
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glPointSize((GLfloat)point_size);
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}
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/**
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* Set a specific render mode
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* @param flag Render flags mode to enable
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*/
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void RendererOpenGL::SetMode(kRenderMode flags) {
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if(flags & kRenderMode_ZComp) {
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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}
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if(flags & kRenderMode_Multipass) {
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glDepthFunc(GL_EQUAL);
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}
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if (flags & kRenderMode_UseDstAlpha) {
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glDisable(GL_BLEND);
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}
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last_mode_ |= flags;
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}
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/// Reset the full renderer API to the NULL state
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void RendererOpenGL::ResetRenderState() {
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glDepthMask(GL_FALSE);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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/// Restore the full renderer API state - As the game set it
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void RendererOpenGL::RestoreRenderState() {
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
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//gp::XF_UpdateViewport();
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SetViewport(0, 0, resolution_width_, resolution_height_);
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SetDepthRange(0.0f, 1.0f);
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//SetGenerationMode();
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CCW);
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//glEnable(GL_SCISSOR_TEST);
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//gp::BP_SetScissorBox();
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glDisable(GL_SCISSOR_TEST);
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//SetColorMask(gp::g_bp_regs.cmode0);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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//SetDepthMode();
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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//SetBlendMode(gp::g_bp_regs.cmode0, gp::g_bp_regs.cmode1, true);
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//if (common::g_config->current_renderer_config().enable_wireframe) {
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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//} else {
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// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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//}
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}
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/// Initialize the FBO
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void RendererOpenGL::InitFramebuffer() {
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// TODO(en): This should probably be implemented with the top screen and bottom screen as
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// TODO(bunnei): This should probably be implemented with the top screen and bottom screen as
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// separate framebuffers
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// Init the FBOs
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// -------------
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glGenFramebuffers(kMaxFramebuffers, fbo_); // Generate primary framebuffer
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glGenRenderbuffers(kMaxFramebuffers, fbo_rbo_); // Generate primary RBOs
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glGenRenderbuffers(kMaxFramebuffers, fbo_depth_buffers_); // Generate primary depth buffer
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glGenFramebuffers(kMaxFramebuffers, m_fbo); // Generate primary framebuffer
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glGenRenderbuffers(kMaxFramebuffers, m_fbo_rbo); // Generate primary RBOs
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glGenRenderbuffers(kMaxFramebuffers, m_fbo_depth_buffers); // Generate primary depth buffer
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for (int i = 0; i < kMaxFramebuffers; i++) {
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// Generate color buffer storage
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glBindRenderbuffer(GL_RENDERBUFFER, fbo_rbo_[i]);
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glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_rbo[i]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth,
|
||||
VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
|
||||
|
||||
// Generate depth buffer storage
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth_buffers_[i]);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth,
|
||||
VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
|
||||
|
||||
// Attach the buffers
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[i]);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[i]);
|
||||
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
|
||||
GL_RENDERBUFFER, fbo_depth_buffers_[i]);
|
||||
GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
|
||||
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
||||
GL_RENDERBUFFER, fbo_rbo_[i]);
|
||||
GL_RENDERBUFFER, m_fbo_rbo[i]);
|
||||
|
||||
// Check for completeness
|
||||
if (GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)) {
|
||||
|
@ -353,56 +192,55 @@ void RendererOpenGL::InitFramebuffer() {
|
|||
// -------------------------------
|
||||
|
||||
// Create XFB textures
|
||||
glGenTextures(1, &xfb_texture_top_);
|
||||
glGenTextures(1, &xfb_texture_bottom_);
|
||||
glGenTextures(1, &m_xfb_texture_top);
|
||||
glGenTextures(1, &m_xfb_texture_bottom);
|
||||
|
||||
// Alocate video memorry for XFB textures
|
||||
glBindTexture(GL_TEXTURE_2D, xfb_texture_top_);
|
||||
glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
|
||||
0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, xfb_texture_bottom_);
|
||||
glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
|
||||
0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
// Create the FBO and attach color/depth textures
|
||||
glGenFramebuffers(1, &xfb_top_); // Generate framebuffer
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, xfb_top_);
|
||||
glGenFramebuffers(1, &m_xfb_top); // Generate framebuffer
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_top);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
|
||||
xfb_texture_top_, 0);
|
||||
m_xfb_texture_top, 0);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glGenFramebuffers(1, &xfb_bottom_); // Generate framebuffer
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, xfb_bottom_);
|
||||
glGenFramebuffers(1, &m_xfb_bottom); // Generate framebuffer
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_bottom);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
|
||||
xfb_texture_bottom_, 0);
|
||||
m_xfb_texture_bottom, 0);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
/// Blit the FBO to the OpenGL default framebuffer
|
||||
void RendererOpenGL::RenderFramebuffer() {
|
||||
|
||||
// Render target is default framebuffer
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, resolution_width_, resolution_height_);
|
||||
glViewport(0, 0, m_resolution_width, m_resolution_height);
|
||||
|
||||
// Render source is our XFB
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
|
||||
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
||||
|
||||
// Blit
|
||||
glBlitFramebuffer(0, 0, resolution_width_, resolution_height_, 0, 0,
|
||||
resolution_width_, resolution_height_, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width,
|
||||
m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
|
||||
// Update the FPS count
|
||||
UpdateFramerate();
|
||||
|
||||
// Rebind EFB
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]);
|
||||
|
||||
current_frame_++;
|
||||
m_current_frame++;
|
||||
}
|
||||
|
||||
/// Updates the framerate
|
||||
|
@ -414,19 +252,19 @@ void RendererOpenGL::UpdateFramerate() {
|
|||
* @param window EmuWindow handle to emulator window to use for rendering
|
||||
*/
|
||||
void RendererOpenGL::SetWindow(EmuWindow* window) {
|
||||
render_window_ = window;
|
||||
m_render_window = window;
|
||||
}
|
||||
|
||||
/// Initialize the renderer
|
||||
void RendererOpenGL::Init() {
|
||||
render_window_->MakeCurrent();
|
||||
m_render_window->MakeCurrent();
|
||||
glShadeModel(GL_SMOOTH);
|
||||
|
||||
|
||||
glStencilFunc(GL_ALWAYS, 0, 0);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
|
||||
glViewport(0, 0, resolution_width_, resolution_height_);
|
||||
glViewport(0, 0, m_resolution_width, m_resolution_height);
|
||||
|
||||
glClearDepth(1.0f);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
@ -438,7 +276,7 @@ void RendererOpenGL::Init() {
|
|||
glDisable(GL_STENCIL_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
|
||||
glScissor(0, 0, resolution_width_, resolution_height_);
|
||||
glScissor(0, 0, m_resolution_width, m_resolution_height);
|
||||
glClearDepth(1.0f);
|
||||
|
||||
GLenum err = glewInit();
|
||||
|
|
|
@ -51,55 +51,6 @@ public:
|
|||
*/
|
||||
void RenderXFB(const Rect& src_rect, const Rect& dst_rect);
|
||||
|
||||
/**
|
||||
* Blits the EFB to the external framebuffer (XFB)
|
||||
* @param src_rect Source rectangle in EFB to copy
|
||||
* @param dst_rect Destination rectangle in EFB to copy to
|
||||
*/
|
||||
void CopyToXFB(const Rect& src_rect, const Rect& dst_rect);
|
||||
|
||||
/**
|
||||
* Clear the screen
|
||||
* @param rect Screen rectangle to clear
|
||||
* @param enable_color Enable color clearing
|
||||
* @param enable_alpha Enable alpha clearing
|
||||
* @param enable_z Enable depth clearing
|
||||
* @param color Clear color
|
||||
* @param z Clear depth
|
||||
*/
|
||||
void Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z,
|
||||
u32 color, u32 z);
|
||||
|
||||
/// Sets the renderer viewport location, width, and height
|
||||
void SetViewport(int x, int y, int width, int height);
|
||||
|
||||
/// Sets the renderer depthrange, znear and zfar
|
||||
void SetDepthRange(double znear, double zfar);
|
||||
|
||||
/* Sets the scissor box
|
||||
* @param rect Renderer rectangle to set scissor box to
|
||||
*/
|
||||
void SetScissorBox(const Rect& rect);
|
||||
|
||||
/**
|
||||
* Sets the line and point size
|
||||
* @param line_width Line width to use
|
||||
* @param point_size Point size to use
|
||||
*/
|
||||
void SetLinePointSize(f32 line_width, f32 point_size);
|
||||
|
||||
/**
|
||||
* Set a specific render mode
|
||||
* @param flag Render flags mode to enable
|
||||
*/
|
||||
void SetMode(kRenderMode flags);
|
||||
|
||||
/// Reset the full renderer API to the NULL state
|
||||
void ResetRenderState();
|
||||
|
||||
/// Restore the full renderer API state - As the game set it
|
||||
void RestoreRenderState();
|
||||
|
||||
/**
|
||||
* Set the emulator window to use for renderer
|
||||
* @param window EmuWindow handle to emulator window to use for rendering
|
||||
|
@ -112,11 +63,6 @@ public:
|
|||
/// Shutdown the renderer
|
||||
void ShutDown();
|
||||
|
||||
// Framebuffer object(s)
|
||||
// ---------------------
|
||||
|
||||
GLuint fbo_[kMaxFramebuffers]; ///< Framebuffer objects
|
||||
|
||||
private:
|
||||
|
||||
/// Initialize the FBO
|
||||
|
@ -128,26 +74,39 @@ private:
|
|||
/// Updates the framerate
|
||||
void UpdateFramerate();
|
||||
|
||||
EmuWindow* render_window_;
|
||||
u32 last_mode_; ///< Last render mode
|
||||
/**
|
||||
* Helper function to flip framebuffer from left-to-right to top-to-bottom
|
||||
* @param addr Address of framebuffer in RAM
|
||||
* @param out Pointer to output buffer with flipped framebuffer
|
||||
* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
|
||||
*/
|
||||
void RendererOpenGL::FlipFramebuffer(u32 addr, u8* out);
|
||||
|
||||
int resolution_width_;
|
||||
int resolution_height_;
|
||||
|
||||
// Render buffers
|
||||
// --------------
|
||||
EmuWindow* m_render_window; ///< Handle to render window
|
||||
u32 m_last_mode; ///< Last render mode
|
||||
|
||||
GLuint fbo_rbo_[kMaxFramebuffers]; ///< Render buffer objects
|
||||
GLuint fbo_depth_buffers_[kMaxFramebuffers]; ///< Depth buffers objects
|
||||
int m_resolution_width; ///< Current resolution width
|
||||
int m_resolution_height; ///< Current resolution height
|
||||
|
||||
// External framebuffers
|
||||
// ---------------------
|
||||
// Framebuffers
|
||||
// ------------
|
||||
|
||||
GLuint xfb_texture_top_; ///< GL handle to top framebuffer texture
|
||||
GLuint xfb_texture_bottom_; ///< GL handle to bottom framebuffer texture
|
||||
GLuint m_fbo[kMaxFramebuffers]; ///< Framebuffer objects
|
||||
GLuint m_fbo_rbo[kMaxFramebuffers]; ///< Render buffer objects
|
||||
GLuint m_fbo_depth_buffers[kMaxFramebuffers]; ///< Depth buffers objects
|
||||
|
||||
GLuint xfb_top_;
|
||||
GLuint xfb_bottom_;
|
||||
GLuint m_xfb_texture_top; ///< GL handle to top framebuffer texture
|
||||
GLuint m_xfb_texture_bottom; ///< GL handle to bottom framebuffer texture
|
||||
|
||||
GLuint m_xfb_top; ///< GL handle to top framebuffer
|
||||
GLuint m_xfb_bottom; ///< GL handle to bottom framebuffer
|
||||
|
||||
// "Flipped" framebuffers translate scanlines from native 3DS left-to-right to top-to-bottom
|
||||
// as OpenGL expects them in a texture. There probably is a more efficient way of doing this:
|
||||
|
||||
u8 m_xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth * 4];
|
||||
u8 m_xfb_bottom_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth * 4];
|
||||
|
||||
DISALLOW_COPY_AND_ASSIGN(RendererOpenGL);
|
||||
};
|
Loading…
Reference in a new issue