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author | bunnei <ericbunnie@gmail.com> | 2014-04-09 00:59:02 +0200 |
---|---|---|
committer | bunnei <ericbunnie@gmail.com> | 2014-04-09 00:59:02 +0200 |
commit | 8c602942437752d8abda938a1f32bae08469b808 (patch) | |
tree | f4ce182fac689fd87a137a90a315ec043b664b44 | |
parent | Update README.md (diff) | |
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-rw-r--r-- | src/video_core/src/renderer_base.h | 72 | ||||
-rw-r--r-- | src/video_core/src/renderer_opengl/renderer_opengl.cpp | 310 | ||||
-rw-r--r-- | src/video_core/src/renderer_opengl/renderer_opengl.h | 95 |
3 files changed, 110 insertions, 367 deletions
diff --git a/src/video_core/src/renderer_base.h b/src/video_core/src/renderer_base.h index 50f1475b2..61c568694 100644 --- a/src/video_core/src/renderer_base.h +++ b/src/video_core/src/renderer_base.h @@ -37,15 +37,7 @@ public: kFramebuffer_Texture }; - /// Used for referencing the render modes - enum kRenderMode { - kRenderMode_None = 0, - kRenderMode_Multipass = 1, - kRenderMode_ZComp = 2, - kRenderMode_UseDstAlpha = 4 - }; - - RendererBase() : current_fps_(0), current_frame_(0) { + RendererBase() : m_current_fps(0), m_current_frame(0) { } ~RendererBase() { @@ -55,56 +47,6 @@ public: virtual void SwapBuffers() = 0; /** - * 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 - * @param dest_height Destination height in pixels - */ - virtual void CopyToXFB(const Rect& src_rect, const Rect& dst_rect) = 0; - - /** - * 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 - */ - virtual void Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z, - u32 color, u32 z) = 0; - - /// Sets the renderer viewport location, width, and height - virtual void SetViewport(int x, int y, int width, int height) = 0; - - /// Sets the renderer depthrange, znear and zfar - virtual void SetDepthRange(double znear, double zfar) = 0; - - /* Sets the scissor box - * @param rect Renderer rectangle to set scissor box to - */ - virtual void SetScissorBox(const Rect& rect) = 0; - - /** - * Sets the line and point size - * @param line_width Line width to use - * @param point_size Point size to use - */ - virtual void SetLinePointSize(f32 line_width, f32 point_size) = 0; - - /** - * Set a specific render mode - * @param flag Render flags mode to enable - */ - virtual void SetMode(kRenderMode flags) = 0; - - /// Reset the full renderer API to the NULL state - virtual void ResetRenderState() = 0; - - /// Restore the full renderer API state - As the game set it - virtual void RestoreRenderState() = 0; - - /** * Set the emulator window to use for renderer * @param window EmuWindow handle to emulator window to use for rendering */ @@ -119,13 +61,17 @@ public: // Getter/setter functions: // ------------------------ - f32 current_fps() const { return current_fps_; } + f32 GetCurrentframe() const { + return m_current_fps; + } - int current_frame() const { return current_frame_; } + int current_frame() const { + return m_current_frame; + } protected: - f32 current_fps_; ///< Current framerate, should be set by the renderer - int current_frame_; ///< Current frame, should be set by the renderer + f32 m_current_fps; ///< Current framerate, should be set by the renderer + int m_current_frame; ///< Current frame, should be set by the renderer private: DISALLOW_COPY_AND_ASSIGN(RendererBase); diff --git a/src/video_core/src/renderer_opengl/renderer_opengl.cpp b/src/video_core/src/renderer_opengl/renderer_opengl.cpp index 27917a5a2..8a4d1ab72 100644 --- a/src/video_core/src/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/src/renderer_opengl/renderer_opengl.cpp @@ -26,41 +26,21 @@ #include "video_core.h" #include "renderer_opengl/renderer_opengl.h" -/** - * 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 - */ -inline void _flip_framebuffer(u32 addr, u8* out) { - u8* in = Memory::GetPointer(addr); - for (int y = 0; y < VideoCore::kScreenTopHeight; y++) { - for (int x = 0; x < VideoCore::kScreenTopWidth; x++) { - int in_coord = (VideoCore::kScreenTopHeight * 3 * x) + (VideoCore::kScreenTopHeight * 3) - - (3 * y + 3); - int out_coord = (VideoCore::kScreenTopWidth * y * 3) + (x * 3); - - out[out_coord + 0] = in[in_coord + 0]; - out[out_coord + 1] = in[in_coord + 1]; - out[out_coord + 2] = in[in_coord + 2]; - } - } -} /// RendererOpenGL constructor RendererOpenGL::RendererOpenGL() { - memset(fbo_, 0, sizeof(fbo_)); - memset(fbo_rbo_, 0, sizeof(fbo_rbo_)); - memset(fbo_depth_buffers_, 0, sizeof(fbo_depth_buffers_)); + memset(m_fbo, 0, sizeof(m_fbo)); + memset(m_fbo_rbo, 0, sizeof(m_fbo_rbo)); + memset(m_fbo_depth_buffers, 0, sizeof(m_fbo_depth_buffers)); - resolution_width_ = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth); - resolution_height_ = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; + m_resolution_width = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth); + m_resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; - xfb_texture_top_ = 0; - xfb_texture_bottom_ = 0; + m_xfb_texture_top = 0; + m_xfb_texture_bottom = 0; - xfb_top_ = 0; - xfb_bottom_ = 0; + m_xfb_top = 0; + m_xfb_bottom = 0; } /// RendererOpenGL destructor @@ -69,26 +49,42 @@ RendererOpenGL::~RendererOpenGL() { /// Swap buffers (render frame) void RendererOpenGL::SwapBuffers() { - - ResetRenderState(); - // EFB->XFB copy // TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some // register write We're also treating both framebuffers as a single one in OpenGL. - Rect framebuffer_size(0, 0, resolution_width_, resolution_height_); + Rect framebuffer_size(0, 0, m_resolution_width, m_resolution_height); RenderXFB(framebuffer_size, framebuffer_size); // XFB->Window copy RenderFramebuffer(); // Swap buffers - render_window_->PollEvents(); - render_window_->SwapBuffers(); + m_render_window->PollEvents(); + m_render_window->SwapBuffers(); // Switch back to EFB and clear - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]); +} - RestoreRenderState(); +/** + * 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) { + u8* in = Memory::GetPointer(addr); + for (int y = 0; y < VideoCore::kScreenTopHeight; y++) { + for (int x = 0; x < VideoCore::kScreenTopWidth; x++) { + int in_coord = (VideoCore::kScreenTopHeight * 3 * x) + (VideoCore::kScreenTopHeight * 3) + - (3 * y + 3); + int out_coord = (VideoCore::kScreenTopWidth * y * 3) + (x * 3); + + out[out_coord + 0] = in[in_coord + 0]; + out[out_coord + 1] = in[in_coord + 1]; + out[out_coord + 2] = in[in_coord + 2]; + } + } } /** @@ -96,30 +92,26 @@ void RendererOpenGL::SwapBuffers() { * @param src_rect Source rectangle in XFB to copy * @param dst_rect Destination rectangle in output framebuffer to copy to */ -void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) { - static u8 xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth *3]; - static u8 xfb_bottom_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth *3]; - - _flip_framebuffer(0x20282160, xfb_top_flipped); - _flip_framebuffer(0x202118E0, xfb_bottom_flipped); +void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) { - ResetRenderState(); + FlipFramebuffer(0x20282160, m_xfb_top_flipped); + FlipFramebuffer(0x202118E0, m_xfb_bottom_flipped); // Blit the top framebuffer // ------------------------ // Update textures with contents of XFB in RAM - top - glBindTexture(GL_TEXTURE_2D, xfb_texture_top_); + glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight, - GL_RGB, GL_UNSIGNED_BYTE, xfb_top_flipped); + GL_RGB, GL_UNSIGNED_BYTE, m_xfb_top_flipped); glBindTexture(GL_TEXTURE_2D, 0); // Render target is destination framebuffer - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]); glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight); // Render source is our EFB - glBindFramebuffer(GL_READ_FRAMEBUFFER, xfb_top_); + glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_top); glReadBuffer(GL_COLOR_ATTACHMENT0); // Blit @@ -133,18 +125,18 @@ void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) { // --------------------------- // Update textures with contents of XFB in RAM - bottom - glBindTexture(GL_TEXTURE_2D, xfb_texture_bottom_); + glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight, - GL_RGB, GL_UNSIGNED_BYTE, xfb_bottom_flipped); + GL_RGB, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped); glBindTexture(GL_TEXTURE_2D, 0); // Render target is destination framebuffer - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]); glViewport(0, 0, VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight); // Render source is our EFB - glBindFramebuffer(GL_READ_FRAMEBUFFER, xfb_bottom_); + glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_bottom); glReadBuffer(GL_COLOR_ATTACHMENT0); // Blit @@ -154,190 +146,37 @@ void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) { GL_COLOR_BUFFER_BIT, GL_LINEAR); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); - - RestoreRenderState(); -} - -/** - * 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 RendererOpenGL::CopyToXFB(const Rect& src_rect, const Rect& dst_rect) { - ERROR_LOG(RENDER, "CopyToXFB not implemented! No EFB support yet!"); - //ResetRenderState(); - - //// Render target is destination framebuffer - //glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]); - //glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight); - - //// Render source is our EFB - //glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_EFB]); - //glReadBuffer(GL_COLOR_ATTACHMENT0); - - //// Blit - //glBlitFramebuffer(src_rect.x0_, src_rect.y0_, src_rect.x1_, src_rect.y1_, - // dst_rect.x0_, dst_rect.y1_, dst_rect.x1_, dst_rect.y0_, - // GL_COLOR_BUFFER_BIT, GL_LINEAR); - - //glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); - - //RestoreRenderState(); -} - -/** - * 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 RendererOpenGL::Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z, - u32 color, u32 z) { - GLboolean const color_mask = enable_color ? GL_TRUE : GL_FALSE; - GLboolean const alpha_mask = enable_alpha ? GL_TRUE : GL_FALSE; - - ResetRenderState(); - - // Clear color - glColorMask(color_mask, color_mask, color_mask, alpha_mask); - glClearColor(float((color >> 16) & 0xFF) / 255.0f, float((color >> 8) & 0xFF) / 255.0f, - float((color >> 0) & 0xFF) / 255.0f, float((color >> 24) & 0xFF) / 255.0f); - - // Clear depth - glDepthMask(enable_z ? GL_TRUE : GL_FALSE); - glClearDepth(float(z & 0xFFFFFF) / float(0xFFFFFF)); - - // Specify the rectangle of the EFB to clear - glEnable(GL_SCISSOR_TEST); - glScissor(rect.x0_, rect.y1_, rect.width(), rect.height()); - - // Clear it! - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - RestoreRenderState(); -} - -/// Sets the renderer viewport location, width, and height -void RendererOpenGL::SetViewport(int x, int y, int width, int height) { - glViewport(x, y, width, height); -} - -/// Sets the renderer depthrange, znear and zfar -void RendererOpenGL::SetDepthRange(double znear, double zfar) { - glDepthRange(znear, zfar); -} - -/* Sets the scissor box - * @param rect Renderer rectangle to set scissor box to - */ -void RendererOpenGL::SetScissorBox(const Rect& rect) { - glScissor(rect.x0_, rect.y1_, rect.width(), rect.height()); -} - -/** - * Sets the line and point size - * @param line_width Line width to use - * @param point_size Point size to use - */ -void RendererOpenGL::SetLinePointSize(f32 line_width, f32 point_size) { - glLineWidth((GLfloat)line_width); - glPointSize((GLfloat)point_size); -} - -/** - * Set a specific render mode - * @param flag Render flags mode to enable - */ -void RendererOpenGL::SetMode(kRenderMode flags) { - if(flags & kRenderMode_ZComp) { - glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - } - if(flags & kRenderMode_Multipass) { - glEnable(GL_DEPTH_TEST); - glDepthMask(GL_FALSE); - glDepthFunc(GL_EQUAL); - } - if (flags & kRenderMode_UseDstAlpha) { - glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); - glDisable(GL_BLEND); - } - last_mode_ |= flags; -} - -/// Reset the full renderer API to the NULL state -void RendererOpenGL::ResetRenderState() { - glDisable(GL_SCISSOR_TEST); - glDisable(GL_DEPTH_TEST); - glDisable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(GL_FALSE); - glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); -} - -/// Restore the full renderer API state - As the game set it -void RendererOpenGL::RestoreRenderState() { - - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]); - - //gp::XF_UpdateViewport(); - SetViewport(0, 0, resolution_width_, resolution_height_); - SetDepthRange(0.0f, 1.0f); - - //SetGenerationMode(); - glEnable(GL_CULL_FACE); - glFrontFace(GL_CCW); - - //glEnable(GL_SCISSOR_TEST); - //gp::BP_SetScissorBox(); - glDisable(GL_SCISSOR_TEST); - - //SetColorMask(gp::g_bp_regs.cmode0); - glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - - //SetDepthMode(); - glDisable(GL_DEPTH_TEST); - glDepthMask(GL_FALSE); - - //SetBlendMode(gp::g_bp_regs.cmode0, gp::g_bp_regs.cmode1, true); - //if (common::g_config->current_renderer_config().enable_wireframe) { - // glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - //} else { - // glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - //} } /// Initialize the FBO void RendererOpenGL::InitFramebuffer() { - // TODO(en): This should probably be implemented with the top screen and bottom screen as + // TODO(bunnei): This should probably be implemented with the top screen and bottom screen as // separate framebuffers // Init the FBOs // ------------- - glGenFramebuffers(kMaxFramebuffers, fbo_); // Generate primary framebuffer - glGenRenderbuffers(kMaxFramebuffers, fbo_rbo_); // Generate primary RBOs - glGenRenderbuffers(kMaxFramebuffers, fbo_depth_buffers_); // Generate primary depth buffer + glGenFramebuffers(kMaxFramebuffers, m_fbo); // Generate primary framebuffer + glGenRenderbuffers(kMaxFramebuffers, m_fbo_rbo); // Generate primary RBOs + glGenRenderbuffers(kMaxFramebuffers, m_fbo_depth_buffers); // Generate primary depth buffer for (int i = 0; i < kMaxFramebuffers; i++) { // Generate color buffer storage - glBindRenderbuffer(GL_RENDERBUFFER, fbo_rbo_[i]); + glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_rbo[i]); 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); @@ -438,12 +276,12 @@ 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(); if (GLEW_OK != err) { - ERROR_LOG(RENDER, " Failed to initialize GLEW! Error message: \"%s\". Exiting...", + ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...", glewGetErrorString(err)); exit(-1); } diff --git a/src/video_core/src/renderer_opengl/renderer_opengl.h b/src/video_core/src/renderer_opengl/renderer_opengl.h index b84afc5d2..b91fcacaa 100644 --- a/src/video_core/src/renderer_opengl/renderer_opengl.h +++ b/src/video_core/src/renderer_opengl/renderer_opengl.h @@ -52,55 +52,6 @@ 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); + + + EmuWindow* m_render_window; ///< Handle to render window + u32 m_last_mode; ///< Last render mode - int resolution_width_; - int resolution_height_; + int m_resolution_width; ///< Current resolution width + int m_resolution_height; ///< Current resolution height - // Render buffers - // -------------- + // Framebuffers + // ------------ - GLuint fbo_rbo_[kMaxFramebuffers]; ///< Render buffer objects - GLuint fbo_depth_buffers_[kMaxFramebuffers]; ///< Depth buffers objects + GLuint m_fbo[kMaxFramebuffers]; ///< Framebuffer objects + GLuint m_fbo_rbo[kMaxFramebuffers]; ///< Render buffer objects + GLuint m_fbo_depth_buffers[kMaxFramebuffers]; ///< Depth buffers objects - // External framebuffers - // --------------------- + 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 - GLuint xfb_texture_top_; ///< GL handle to top framebuffer texture - GLuint xfb_texture_bottom_; ///< GL handle to bottom framebuffer texture + // "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: - GLuint xfb_top_; - GLuint xfb_bottom_; + 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); };
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