2015-05-19 06:21:33 +02:00
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// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "video_core/hwrasterizer_base.h"
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#include "gl_state.h"
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#include "gl_rasterizer_cache.h"
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class RasterizerOpenGL : public HWRasterizer {
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public:
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RasterizerOpenGL();
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~RasterizerOpenGL() override;
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/// Initialize API-specific GPU objects
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void InitObjects() override;
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/// Reset the rasterizer, such as flushing all caches and updating all state
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void Reset() override;
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/// Queues the primitive formed by the given vertices for rendering
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void AddTriangle(const Pica::VertexShader::OutputVertex& v0,
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const Pica::VertexShader::OutputVertex& v1,
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const Pica::VertexShader::OutputVertex& v2) override;
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/// Draw the current batch of triangles
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void DrawTriangles() override;
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/// Commit the rasterizer's framebuffer contents immediately to the current 3DS memory framebuffer
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void CommitFramebuffer() override;
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/// Notify rasterizer that the specified PICA register has been changed
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void NotifyPicaRegisterChanged(u32 id) override;
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/// Notify rasterizer that the specified 3DS memory region will be read from after this notification
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void NotifyPreRead(PAddr addr, u32 size) override;
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/// Notify rasterizer that a 3DS memory region has been changed
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void NotifyFlush(PAddr addr, u32 size) override;
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private:
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/// Structure used for managing texture environment states
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struct TEVConfigUniforms {
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GLuint enabled;
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GLuint color_sources;
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GLuint alpha_sources;
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GLuint color_modifiers;
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GLuint alpha_modifiers;
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GLuint color_alpha_op;
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GLuint color_alpha_multiplier;
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GLuint const_color;
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GLuint updates_combiner_buffer_color_alpha;
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};
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/// Structure used for storing information about color textures
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struct TextureInfo {
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OGLTexture texture;
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GLsizei width;
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GLsizei height;
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Pica::Regs::ColorFormat format;
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GLenum gl_format;
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GLenum gl_type;
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};
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/// Structure used for storing information about depth textures
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struct DepthTextureInfo {
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OGLTexture texture;
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GLsizei width;
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GLsizei height;
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Pica::Regs::DepthFormat format;
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GLenum gl_format;
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GLenum gl_type;
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};
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/// Structure that the hardware rendered vertices are composed of
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struct HardwareVertex {
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HardwareVertex(const Pica::VertexShader::OutputVertex& v) {
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position[0] = v.pos.x.ToFloat32();
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position[1] = v.pos.y.ToFloat32();
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position[2] = v.pos.z.ToFloat32();
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position[3] = v.pos.w.ToFloat32();
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color[0] = v.color.x.ToFloat32();
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color[1] = v.color.y.ToFloat32();
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color[2] = v.color.z.ToFloat32();
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color[3] = v.color.w.ToFloat32();
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tex_coord0[0] = v.tc0.x.ToFloat32();
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tex_coord0[1] = v.tc0.y.ToFloat32();
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tex_coord1[0] = v.tc1.x.ToFloat32();
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tex_coord1[1] = v.tc1.y.ToFloat32();
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tex_coord2[0] = v.tc2.x.ToFloat32();
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tex_coord2[1] = v.tc2.y.ToFloat32();
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}
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GLfloat position[4];
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GLfloat color[4];
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GLfloat tex_coord0[2];
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GLfloat tex_coord1[2];
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GLfloat tex_coord2[2];
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};
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/// Reconfigure the OpenGL color texture to use the given format and dimensions
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void ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height);
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/// Reconfigure the OpenGL depth texture to use the given format and dimensions
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void ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height);
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/// Syncs the state and contents of the OpenGL framebuffer to match the current PICA framebuffer
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void SyncFramebuffer();
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/// Syncs the cull mode to match the PICA register
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void SyncCullMode();
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/// Syncs the blend enabled status to match the PICA register
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void SyncBlendEnabled();
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/// Syncs the blend functions to match the PICA register
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void SyncBlendFuncs();
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/// Syncs the blend color to match the PICA register
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void SyncBlendColor();
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/// Syncs the alpha test states to match the PICA register
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void SyncAlphaTest();
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2015-05-26 00:39:03 +02:00
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/// Syncs the logic op states to match the PICA register
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void SyncLogicOp();
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2015-05-19 06:21:33 +02:00
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/// Syncs the stencil test states to match the PICA register
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void SyncStencilTest();
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/// Syncs the depth test states to match the PICA register
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void SyncDepthTest();
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/// Syncs the specified TEV stage's color and alpha sources to match the PICA register
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void SyncTevSources(unsigned stage_index, const Pica::Regs::TevStageConfig& config);
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/// Syncs the specified TEV stage's color and alpha modifiers to match the PICA register
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void SyncTevModifiers(unsigned stage_index, const Pica::Regs::TevStageConfig& config);
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/// Syncs the specified TEV stage's color and alpha combiner operations to match the PICA register
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void SyncTevOps(unsigned stage_index, const Pica::Regs::TevStageConfig& config);
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/// Syncs the specified TEV stage's constant color to match the PICA register
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void SyncTevColor(unsigned stage_index, const Pica::Regs::TevStageConfig& config);
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/// Syncs the specified TEV stage's color and alpha multipliers to match the PICA register
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void SyncTevMultipliers(unsigned stage_index, const Pica::Regs::TevStageConfig& config);
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/// Syncs the TEV combiner color buffer to match the PICA register
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void SyncCombinerColor();
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/// Syncs the TEV combiner write flags to match the PICA register
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void SyncCombinerWriteFlags();
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/// Syncs the remaining OpenGL drawing state to match the current PICA state
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void SyncDrawState();
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/// Copies the 3DS color framebuffer into the OpenGL color framebuffer texture
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void ReloadColorBuffer();
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/// Copies the 3DS depth framebuffer into the OpenGL depth framebuffer texture
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void ReloadDepthBuffer();
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/**
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* Save the current OpenGL color framebuffer to the current PICA framebuffer in 3DS memory
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* Loads the OpenGL framebuffer textures into temporary buffers
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* Then copies into the 3DS framebuffer using proper Morton order
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*/
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void CommitColorBuffer();
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/**
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* Save the current OpenGL depth framebuffer to the current PICA framebuffer in 3DS memory
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* Loads the OpenGL framebuffer textures into temporary buffers
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* Then copies into the 3DS framebuffer using proper Morton order
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*/
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void CommitDepthBuffer();
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RasterizerCacheOpenGL res_cache;
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std::vector<HardwareVertex> vertex_batch;
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OpenGLState state;
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PAddr last_fb_color_addr;
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PAddr last_fb_depth_addr;
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// Hardware rasterizer
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TextureInfo fb_color_texture;
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DepthTextureInfo fb_depth_texture;
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OGLShader shader;
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OGLVertexArray vertex_array;
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OGLBuffer vertex_buffer;
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OGLFramebuffer framebuffer;
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// Hardware vertex shader
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GLuint attrib_position;
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GLuint attrib_color;
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GLuint attrib_texcoords;
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// Hardware fragment shader
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GLuint uniform_alphatest_enabled;
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GLuint uniform_alphatest_func;
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GLuint uniform_alphatest_ref;
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GLuint uniform_tex;
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GLuint uniform_tev_combiner_buffer_color;
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TEVConfigUniforms uniform_tev_cfgs[6];
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};
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