forked from suyu/suyu
285 lines
10 KiB
C++
285 lines
10 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "core/hw/lcd.h"
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#include "video_core/video_core.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/utils.h"
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#include "core/mem_map.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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m_render_window->MakeCurrent();
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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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BasicRect 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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VideoCore::DumpTGA("dump.tga", 400, 240, m_xfb_top_flipped);
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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 in Pointer to input raw framebuffer in V/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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void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) {
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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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int in_coord = (VideoCore::kScreenTopHeight * 3 * x) + (VideoCore::kScreenTopHeight * 3)
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- (3 * y + 3);
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int out_coord = (VideoCore::kScreenTopWidth * y * 3) + (x * 3);
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out[out_coord + 0] = in[in_coord + 0];
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out[out_coord + 1] = in[in_coord + 1];
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out[out_coord + 2] = in[in_coord + 2];
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}
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}
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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 BasicRect& src_rect, const BasicRect& dst_rect) {
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FlipFramebuffer(LCD::GetFramebufferPointer(LCD::g_regs.framebuffer_top_left_1), m_xfb_top_flipped);
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FlipFramebuffer(LCD::GetFramebufferPointer(LCD::g_regs.framebuffer_sub_left_1), 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, m_xfb_texture_top);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
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GL_BGR, 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, 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, m_xfb_top);
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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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// Blit the bottom framebuffer
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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, 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, 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, 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, m_xfb_bottom);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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// Blit
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int offset = (VideoCore::kScreenTopWidth - VideoCore::kScreenBottomWidth) / 2;
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glBlitFramebuffer(0,0, VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight,
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offset, VideoCore::kScreenBottomHeight, VideoCore::kScreenBottomWidth + offset, 0,
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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/// Initialize the FBO
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void RendererOpenGL::InitFramebuffer() {
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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, 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, m_fbo_rbo[i]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth,
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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// Generate depth buffer storage
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glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth,
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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// Attach the buffers
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[i]);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_RENDERBUFFER, m_fbo_rbo[i]);
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// Check for completeness
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if (GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)) {
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NOTICE_LOG(RENDER, "framebuffer(%d) initialized ok", i);
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} else {
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ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer");
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exit(1);
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our frame buffer(s)
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// Initialize framebuffer textures
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// -------------------------------
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// Create XFB textures
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glGenTextures(1, &m_xfb_texture_top);
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glGenTextures(1, &m_xfb_texture_bottom);
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// Alocate video memorry for XFB textures
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glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
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0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
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0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Create the FBO and attach color/depth textures
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glGenFramebuffers(1, &m_xfb_top); // Generate framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_top);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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m_xfb_texture_top, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glGenFramebuffers(1, &m_xfb_bottom); // Generate framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_bottom);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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m_xfb_texture_bottom, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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/// Blit the FBO to the OpenGL default framebuffer
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void RendererOpenGL::RenderFramebuffer() {
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// Render target is default framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glViewport(0, 0, m_resolution_width, m_resolution_height);
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// Render source is our XFB
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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// Blit
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glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width,
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m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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// Update the FPS count
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UpdateFramerate();
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// Rebind EFB
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]);
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m_current_frame++;
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}
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/// Updates the framerate
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void RendererOpenGL::UpdateFramerate() {
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}
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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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*/
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void RendererOpenGL::SetWindow(EmuWindow* window) {
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m_render_window = window;
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}
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/// Initialize the renderer
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void RendererOpenGL::Init() {
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m_render_window->MakeCurrent();
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glShadeModel(GL_SMOOTH);
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glStencilFunc(GL_ALWAYS, 0, 0);
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glBlendFunc(GL_ONE, GL_ONE);
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glViewport(0, 0, m_resolution_width, m_resolution_height);
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glClearDepth(1.0f);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glDepthFunc(GL_LEQUAL);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_SCISSOR_TEST);
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glScissor(0, 0, m_resolution_width, m_resolution_height);
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glClearDepth(1.0f);
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GLenum err = glewInit();
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if (GLEW_OK != err) {
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ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...",
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glewGetErrorString(err));
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exit(-1);
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}
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// Initialize everything else
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// --------------------------
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InitFramebuffer();
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NOTICE_LOG(RENDER, "GL_VERSION: %s\n", glGetString(GL_VERSION));
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}
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/// Shutdown the renderer
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void RendererOpenGL::ShutDown() {
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}
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