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author | bunnei <ericbunnie@gmail.com> | 2014-04-09 01:25:03 +0200 |
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committer | bunnei <ericbunnie@gmail.com> | 2014-04-09 01:25:03 +0200 |
commit | 63e46abdb8764bc97e91bae862c8d461e61b1965 (patch) | |
tree | e73f4aa25d7b4015a265e7bbfb6004dab7561027 /src/video_core/renderer_opengl | |
parent | fixed some license headers that I missed (diff) | |
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Diffstat (limited to 'src/video_core/renderer_opengl')
-rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.cpp | 279 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.h | 91 |
2 files changed, 370 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp new file mode 100644 index 000000000..6010bcbc3 --- /dev/null +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -0,0 +1,279 @@ +// Copyright 2014 Citra Emulator Project +// Licensed under GPLv2 +// Refer to the license.txt file included. + +#include "mem_map.h" +#include "video_core.h" +#include "renderer_opengl/renderer_opengl.h" + + +/// RendererOpenGL constructor +RendererOpenGL::RendererOpenGL() { + 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)); + + m_resolution_width = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth); + m_resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; + + m_xfb_texture_top = 0; + m_xfb_texture_bottom = 0; + + m_xfb_top = 0; + m_xfb_bottom = 0; +} + +/// RendererOpenGL destructor +RendererOpenGL::~RendererOpenGL() { +} + +/// Swap buffers (render frame) +void RendererOpenGL::SwapBuffers() { + // 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, m_resolution_width, m_resolution_height); + RenderXFB(framebuffer_size, framebuffer_size); + + // XFB->Window copy + RenderFramebuffer(); + + // Swap buffers + m_render_window->PollEvents(); + m_render_window->SwapBuffers(); + + // Switch back to EFB and clear + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]); +} + +/** + * 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]; + } + } +} + +/** + * Renders external framebuffer (XFB) + * @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) { + + 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, m_xfb_texture_top); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight, + GL_RGB, GL_UNSIGNED_BYTE, m_xfb_top_flipped); + glBindTexture(GL_TEXTURE_2D, 0); + + // Render target is destination framebuffer + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]); + glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight); + + // Render source is our EFB + glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_top); + 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); + + // Blit the bottom framebuffer + // --------------------------- + + // Update textures with contents of XFB in RAM - 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, m_xfb_bottom_flipped); + glBindTexture(GL_TEXTURE_2D, 0); + + // Render target is destination framebuffer + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]); + glViewport(0, 0, + VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight); + + // Render source is our EFB + glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_bottom); + glReadBuffer(GL_COLOR_ATTACHMENT0); + + // Blit + int offset = (VideoCore::kScreenTopWidth - VideoCore::kScreenBottomWidth) / 2; + glBlitFramebuffer(0,0, VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight, + offset, VideoCore::kScreenBottomHeight, VideoCore::kScreenBottomWidth + offset, 0, + GL_COLOR_BUFFER_BIT, GL_LINEAR); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); +} + +/// Initialize the FBO +void RendererOpenGL::InitFramebuffer() { + // TODO(bunnei): This should probably be implemented with the top screen and bottom screen as + // separate framebuffers + + // Init the FBOs + // ------------- + + 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, m_fbo_rbo[i]); + glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth, + VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight); + + // Generate depth buffer storage + 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, m_fbo[i]); + glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, + GL_RENDERBUFFER, m_fbo_depth_buffers[i]); + glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_RENDERBUFFER, m_fbo_rbo[i]); + + // Check for completeness + if (GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)) { + NOTICE_LOG(RENDER, "framebuffer(%d) initialized ok", i); + } else { + ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer"); + exit(1); + } + } + glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our frame buffer(s) + + // Initialize framebuffer textures + // ------------------------------- + + // Create XFB textures + glGenTextures(1, &m_xfb_texture_top); + glGenTextures(1, &m_xfb_texture_bottom); + + // Alocate video memorry for XFB textures + 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, 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, &m_xfb_top); // Generate framebuffer + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_top); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, + m_xfb_texture_top, 0); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glGenFramebuffers(1, &m_xfb_bottom); // Generate framebuffer + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_bottom); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, + 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, m_resolution_width, m_resolution_height); + + // Render source is our XFB + glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]); + glReadBuffer(GL_COLOR_ATTACHMENT0); + + // Blit + 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, m_fbo[kFramebuffer_EFB]); + + m_current_frame++; +} + +/// Updates the framerate +void RendererOpenGL::UpdateFramerate() { +} + +/** + * Set the emulator window to use for renderer + * @param window EmuWindow handle to emulator window to use for rendering + */ +void RendererOpenGL::SetWindow(EmuWindow* window) { + m_render_window = window; +} + +/// Initialize the renderer +void RendererOpenGL::Init() { + m_render_window->MakeCurrent(); + glShadeModel(GL_SMOOTH); + + + glStencilFunc(GL_ALWAYS, 0, 0); + glBlendFunc(GL_ONE, GL_ONE); + + glViewport(0, 0, m_resolution_width, m_resolution_height); + + glClearDepth(1.0f); + glEnable(GL_DEPTH_TEST); + glDisable(GL_LIGHTING); + glDepthFunc(GL_LEQUAL); + + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); + + glDisable(GL_STENCIL_TEST); + glEnable(GL_SCISSOR_TEST); + + 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...", + glewGetErrorString(err)); + exit(-1); + } + + // Initialize everything else + // -------------------------- + + InitFramebuffer(); + + NOTICE_LOG(RENDER, "GL_VERSION: %s\n", glGetString(GL_VERSION)); +} + +/// Shutdown the renderer +void RendererOpenGL::ShutDown() { +} diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h new file mode 100644 index 000000000..86dc7b70e --- /dev/null +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -0,0 +1,91 @@ +// Copyright 2014 Citra Emulator Project +// Licensed under GPLv2 +// Refer to the license.txt file included. + +#pragma once + +#include <GL/glew.h> + +#include "common.h" +#include "emu_window.h" + +#include "renderer_base.h" + + +class RendererOpenGL : virtual public RendererBase { +public: + + static const int kMaxFramebuffers = 2; ///< Maximum number of framebuffers + + RendererOpenGL(); + ~RendererOpenGL(); + + /// Swap buffers (render frame) + void SwapBuffers(); + + /** + * Renders external framebuffer (XFB) + * @param src_rect Source rectangle in XFB to copy + * @param dst_rect Destination rectangle in output framebuffer to copy to + */ + void RenderXFB(const Rect& src_rect, const Rect& dst_rect); + + /** + * Set the emulator window to use for renderer + * @param window EmuWindow handle to emulator window to use for rendering + */ + void SetWindow(EmuWindow* window); + + /// Initialize the renderer + void Init(); + + /// Shutdown the renderer + void ShutDown(); + +private: + + /// Initialize the FBO + void InitFramebuffer(); + + // Blit the FBO to the OpenGL default framebuffer + void RenderFramebuffer(); + + /// Updates the framerate + void UpdateFramerate(); + + /** + * 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 m_resolution_width; ///< Current resolution width + int m_resolution_height; ///< Current resolution height + + // Framebuffers + // ------------ + + GLuint m_fbo[kMaxFramebuffers]; ///< Framebuffer objects + GLuint m_fbo_rbo[kMaxFramebuffers]; ///< Render buffer objects + GLuint m_fbo_depth_buffers[kMaxFramebuffers]; ///< Depth buffers objects + + 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); +};
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