Merge pull request #74 from kevinhartman/master
Initial rewrite of opengl renderer.
This commit is contained in:
commit
fef62d0e54
8 changed files with 342 additions and 213 deletions
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@ -5,8 +5,9 @@ set(SRCS clipper.cpp
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utils.cpp
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vertex_shader.cpp
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video_core.cpp
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debug_utils/debug_utils.cpp
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renderer_opengl/renderer_opengl.cpp)
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renderer_opengl/renderer_opengl.cpp
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renderer_opengl/gl_shader_util.cpp
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debug_utils/debug_utils.cpp)
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set(HEADERS clipper.h
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command_processor.h
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@ -18,7 +19,9 @@ set(HEADERS clipper.h
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renderer_base.h
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vertex_shader.h
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video_core.h
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debug_utils/debug_utils.h
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renderer_opengl/renderer_opengl.h)
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renderer_opengl/renderer_opengl.h
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renderer_opengl/gl_shader_util.h
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renderer_opengl/gl_shaders.h
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debug_utils/debug_utils.h)
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add_library(video_core STATIC ${SRCS} ${HEADERS})
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81
src/video_core/renderer_opengl/gl_shader_util.cpp
Normal file
81
src/video_core/renderer_opengl/gl_shader_util.cpp
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@ -0,0 +1,81 @@
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// 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 "gl_shader_util.h"
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#include "common/log.h"
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#include <vector>
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#include <algorithm>
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namespace ShaderUtil {
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GLuint LoadShaders(const char* vertex_shader, const char* fragment_shader) {
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// Create the shaders
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GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);
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GLuint fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
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GLint result = GL_FALSE;
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int info_log_length;
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// Compile Vertex Shader
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DEBUG_LOG(GPU, "Compiling vertex shader.");
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glShaderSource(vertex_shader_id, 1, &vertex_shader, NULL);
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glCompileShader(vertex_shader_id);
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// Check Vertex Shader
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glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result);
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glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
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std::vector<char> vertex_shader_error(info_log_length);
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glGetShaderInfoLog(vertex_shader_id, info_log_length, NULL, &vertex_shader_error[0]);
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if (info_log_length > 1) {
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DEBUG_LOG(GPU, "%s", &vertex_shader_error[0]);
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}
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// Compile Fragment Shader
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DEBUG_LOG(GPU, "Compiling fragment shader.");
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glShaderSource(fragment_shader_id, 1, &fragment_shader, NULL);
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glCompileShader(fragment_shader_id);
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// Check Fragment Shader
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glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result);
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glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
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std::vector<char> fragment_shader_error(info_log_length);
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glGetShaderInfoLog(fragment_shader_id, info_log_length, NULL, &fragment_shader_error[0]);
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if (info_log_length > 1) {
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DEBUG_LOG(GPU, "%s", &fragment_shader_error[0]);
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}
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// Link the program
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DEBUG_LOG(GPU, "Linking program.");
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GLuint program_id = glCreateProgram();
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glAttachShader(program_id, vertex_shader_id);
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glAttachShader(program_id, fragment_shader_id);
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glLinkProgram(program_id);
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// Check the program
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glGetProgramiv(program_id, GL_LINK_STATUS, &result);
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glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
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std::vector<char> program_error(std::max(info_log_length, int(1)));
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glGetProgramInfoLog(program_id, info_log_length, NULL, &program_error[0]);
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if (info_log_length > 1) {
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DEBUG_LOG(GPU, "%s", &program_error[0]);
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}
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glDeleteShader(vertex_shader_id);
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glDeleteShader(fragment_shader_id);
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return program_id;
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}
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}
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13
src/video_core/renderer_opengl/gl_shader_util.h
Normal file
13
src/video_core/renderer_opengl/gl_shader_util.h
Normal file
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@ -0,0 +1,13 @@
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// 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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#pragma once
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#include <GL/glew.h>
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namespace ShaderUtil {
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GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path);
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}
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39
src/video_core/renderer_opengl/gl_shaders.h
Normal file
39
src/video_core/renderer_opengl/gl_shaders.h
Normal file
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@ -0,0 +1,39 @@
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// 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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#pragma once
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namespace GLShaders {
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static const char g_vertex_shader[] = R"(
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#version 330 core
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 texCoord;
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out vec2 UV;
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mat3 window_scale = mat3(
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, 5.0/6.0, 0.0), // TODO(princesspeachum): replace hard-coded aspect with uniform
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vec3(0.0, 0.0, 1.0)
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);
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void main() {
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gl_Position.xyz = window_scale * position;
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gl_Position.w = 1.0;
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UV = texCoord;
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})";
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static const char g_fragment_shader[] = R"(
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#version 330 core
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in vec2 UV;
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out vec3 color;
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uniform sampler2D sampler;
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void main() {
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color = texture(sampler, UV).rgb;
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})";
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}
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@ -6,24 +6,56 @@
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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/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_shaders.h"
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#include "core/mem_map.h"
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#include <algorithm>
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static const GLfloat kViewportAspectRatio =
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(static_cast<float>(VideoCore::kScreenTopHeight) + VideoCore::kScreenBottomHeight) / VideoCore::kScreenTopWidth;
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// Fullscreen quad dimensions
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static const GLfloat kTopScreenWidthNormalized = 2;
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static const GLfloat kTopScreenHeightNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth);
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static const GLfloat kBottomScreenWidthNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth);
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static const GLfloat kBottomScreenHeightNormalized = kBottomScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth);
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static const GLfloat g_vbuffer_top[] = {
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// x, y, z u, v
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-1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
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1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
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-1.0f, kTopScreenHeightNormalized, 0.0f, 0.0f, 0.0f,
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-1.0f, 0.0f, 0.0f, 0.0f, 1.0f
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};
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static const GLfloat g_vbuffer_bottom[] = {
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// x, y, z u, v
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-(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f,
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(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 1.0f, 1.0f,
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(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
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(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
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-(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 0.0f, 0.0f,
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-(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f
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};
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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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resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
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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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// Initialize screen info
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screen_info.Top().width = VideoCore::kScreenTopWidth;
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screen_info.Top().height = VideoCore::kScreenTopHeight;
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screen_info.Top().flipped_xfb_data = xfb_top_flipped;
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m_xfb_top = 0;
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m_xfb_bottom = 0;
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screen_info.Bottom().width = VideoCore::kScreenBottomWidth;
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screen_info.Bottom().height = VideoCore::kScreenBottomHeight;
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screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped;
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}
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/// RendererOpenGL destructor
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@ -32,41 +64,41 @@ RendererOpenGL::~RendererOpenGL() {
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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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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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common::Rect framebuffer_size(0, 0, m_resolution_width, m_resolution_height);
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// register write.
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//
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// TODO(princesspeachum): (related to above^) this should only be called when there's new data, not every frame.
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// Currently this uploads data that shouldn't have changed.
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common::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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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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render_window->PollEvents();
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render_window->SwapBuffers();
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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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* @param raw_data Pointer to input raw framebuffer in V/RAM
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* @param screen_info ScreenInfo structure with screen size and output buffer pointer
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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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void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) {
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int in_coord = 0;
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for (int x = 0; x < VideoCore::kScreenTopWidth; x++) {
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for (int y = VideoCore::kScreenTopHeight-1; y >= 0; y--) {
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for (int x = 0; x < screen_info.width; x++) {
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for (int y = screen_info.height-1; y >= 0; y--) {
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// TODO: Properly support other framebuffer formats
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int out_coord = (x + y * VideoCore::kScreenTopWidth) * 3;
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out[out_coord] = in[in_coord]; // blue?
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out[out_coord + 1] = in[in_coord + 1]; // green?
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out[out_coord + 2] = in[in_coord + 2]; // red?
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in_coord+=3;
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int out_coord = (x + y * screen_info.width) * 3;
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screen_info.flipped_xfb_data[out_coord] = raw_data[in_coord + 2]; // Red
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screen_info.flipped_xfb_data[out_coord + 1] = raw_data[in_coord + 1]; // Green
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screen_info.flipped_xfb_data[out_coord + 2] = raw_data[in_coord]; // Blue
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in_coord += 3;
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}
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}
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}
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@ -77,167 +109,116 @@ void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) {
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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 common::Rect& src_rect, const common::Rect& dst_rect) {
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const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
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const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
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const u32 active_fb_top = (framebuffer_top.active_fb == 1)
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? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2)
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: Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1);
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? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2)
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: Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1);
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const u32 active_fb_sub = (framebuffer_sub.active_fb == 1)
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? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2)
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: Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1);
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? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2)
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: Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1);
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DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x",
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framebuffer_top.stride * framebuffer_top.height,
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active_fb_top, (int)framebuffer_top.width,
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(int)framebuffer_top.height, (int)framebuffer_top.format);
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// TODO: This should consider the GPU registers for framebuffer width, height and stride.
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FlipFramebuffer(Memory::GetPointer(active_fb_top), m_xfb_top_flipped);
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FlipFramebuffer(Memory::GetPointer(active_fb_sub), m_xfb_bottom_flipped);
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FlipFramebuffer(Memory::GetPointer(active_fb_top), screen_info.Top());
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FlipFramebuffer(Memory::GetPointer(active_fb_sub), screen_info.Bottom());
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// Blit the top framebuffer
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// ------------------------
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for (int i = 0; i < 2; i++) {
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ScreenInfo* current_screen = &screen_info[i];
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glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
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// TODO: This should consider the GPU registers for framebuffer width, height and stride.
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, current_screen->width, current_screen->height,
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GL_RGB, GL_UNSIGNED_BYTE, current_screen->flipped_xfb_data);
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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_BGR, 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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// TODO(princesspeachum):
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// Only the subset src_rect of the GPU buffer
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// should be copied into the texture of the relevant screen.
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//
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// The method's parameters also only include src_rect and dest_rec for one screen,
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// so this may need to be changed (pair for each screen).
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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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program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
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sampler_id = glGetUniformLocation(program_id, "sampler");
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// Init the FBOs
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// -------------
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// Generate vertex buffers for both screens
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glGenBuffers(1, &screen_info.Top().vertex_buffer_id);
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glGenBuffers(1, &screen_info.Bottom().vertex_buffer_id);
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||||
|
||||
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
|
||||
// Attach vertex data for top screen
|
||||
glBindBuffer(GL_ARRAY_BUFFER, screen_info.Top().vertex_buffer_id);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_top), g_vbuffer_top, GL_STATIC_DRAW);
|
||||
|
||||
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);
|
||||
// Attach vertex data for bottom screen
|
||||
glBindBuffer(GL_ARRAY_BUFFER, screen_info.Bottom().vertex_buffer_id);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_bottom), g_vbuffer_bottom, GL_STATIC_DRAW);
|
||||
|
||||
// Generate depth buffer storage
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth,
|
||||
VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
|
||||
// Create color buffers for both screens
|
||||
glGenTextures(1, &screen_info.Top().texture_id);
|
||||
glGenTextures(1, &screen_info.Bottom().texture_id);
|
||||
|
||||
// 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]);
|
||||
for (int i = 0; i < 2; 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);
|
||||
}
|
||||
ScreenInfo* current_screen = &screen_info[i];
|
||||
|
||||
// Allocate texture
|
||||
glBindTexture(GL_TEXTURE_2D, current_screen->vertex_buffer_id);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, current_screen->width, current_screen->height,
|
||||
0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
}
|
||||
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);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// Render source is our XFB
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
|
||||
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
||||
glUseProgram(program_id);
|
||||
|
||||
// Blit
|
||||
glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width,
|
||||
m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
// Bind texture in Texture Unit 0
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
// Update the FPS count
|
||||
UpdateFramerate();
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
// Rebind EFB
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]);
|
||||
for (int i = 0; i < 2; i++) {
|
||||
|
||||
ScreenInfo* current_screen = &screen_info[i];
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
|
||||
|
||||
// Set sampler on Texture Unit 0
|
||||
glUniform1i(sampler_id, 0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, current_screen->vertex_buffer_id);
|
||||
|
||||
// Vertex buffer layout
|
||||
const GLsizei stride = 5 * sizeof(GLfloat);
|
||||
const GLvoid* uv_offset = (const GLvoid*)(3 * sizeof(GLfloat));
|
||||
|
||||
// Configure vertex buffer
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, NULL);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, uv_offset);
|
||||
|
||||
// Draw screen
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
|
||||
m_current_frame++;
|
||||
}
|
||||
|
@ -251,40 +232,29 @@ void RendererOpenGL::UpdateFramerate() {
|
|||
* @param window EmuWindow handle to emulator window to use for rendering
|
||||
*/
|
||||
void RendererOpenGL::SetWindow(EmuWindow* window) {
|
||||
m_render_window = window;
|
||||
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);
|
||||
render_window->MakeCurrent();
|
||||
|
||||
GLenum err = glewInit();
|
||||
if (GLEW_OK != err) {
|
||||
ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...",
|
||||
glewGetErrorString(err));
|
||||
glewGetErrorString(err));
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
// Generate VAO
|
||||
glGenVertexArrays(1, &vertex_array_id);
|
||||
glBindVertexArray(vertex_array_id);
|
||||
|
||||
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
|
||||
|
||||
// Initialize everything else
|
||||
// --------------------------
|
||||
|
||||
|
|
|
@ -11,12 +11,11 @@
|
|||
|
||||
#include "video_core/renderer_base.h"
|
||||
|
||||
#include <array>
|
||||
|
||||
class RendererOpenGL : virtual public RendererBase {
|
||||
public:
|
||||
|
||||
static const int kMaxFramebuffers = 2; ///< Maximum number of framebuffers
|
||||
|
||||
RendererOpenGL();
|
||||
~RendererOpenGL();
|
||||
|
||||
|
@ -53,37 +52,47 @@ private:
|
|||
/// Updates the framerate
|
||||
void UpdateFramerate();
|
||||
|
||||
/// Structure used for storing information for rendering each 3DS screen
|
||||
struct ScreenInfo {
|
||||
// Properties
|
||||
int width;
|
||||
int height;
|
||||
|
||||
// OpenGL object IDs
|
||||
GLuint texture_id;
|
||||
GLuint vertex_buffer_id;
|
||||
|
||||
// Temporary
|
||||
u8* flipped_xfb_data;
|
||||
};
|
||||
|
||||
/**
|
||||
* Helper function to flip framebuffer from left-to-right to top-to-bottom
|
||||
* @param in Pointer to input raw framebuffer in V/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 FlipFramebuffer(const u8* in, u8* out);
|
||||
* Helper function to flip framebuffer from left-to-right to top-to-bottom
|
||||
* @param raw_data Pointer to input raw framebuffer in V/RAM
|
||||
* @param screen_info ScreenInfo structure with screen size and output buffer pointer
|
||||
* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
|
||||
*/
|
||||
void FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info);
|
||||
|
||||
EmuWindow* render_window; ///< Handle to render window
|
||||
u32 last_mode; ///< Last render mode
|
||||
|
||||
EmuWindow* m_render_window; ///< Handle to render window
|
||||
u32 m_last_mode; ///< Last render mode
|
||||
int resolution_width; ///< Current resolution width
|
||||
int resolution_height; ///< Current resolution height
|
||||
|
||||
int m_resolution_width; ///< Current resolution width
|
||||
int m_resolution_height; ///< Current resolution height
|
||||
// OpenGL global object IDs
|
||||
GLuint vertex_array_id;
|
||||
GLuint program_id;
|
||||
GLuint sampler_id;
|
||||
|
||||
// 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
|
||||
struct : std::array<ScreenInfo, 2> {
|
||||
ScreenInfo& Top() { return (*this)[0]; }
|
||||
ScreenInfo& Bottom() { return (*this)[1]; }
|
||||
} screen_info;
|
||||
|
||||
// "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 xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopHeight * 4];
|
||||
u8 xfb_bottom_flipped[VideoCore::kScreenBottomWidth * VideoCore::kScreenBottomHeight * 4];
|
||||
|
||||
u8 m_xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopHeight * 4];
|
||||
u8 m_xfb_bottom_flipped[VideoCore::kScreenBottomWidth * VideoCore::kScreenBottomHeight * 4];
|
||||
};
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
|
@ -21,6 +21,7 @@
|
|||
<ItemGroup>
|
||||
<ClCompile Include="debug_utils\debug_utils.cpp" />
|
||||
<ClCompile Include="renderer_opengl\renderer_opengl.cpp" />
|
||||
<ClCompile Include="renderer_opengl\gl_shader_util.cpp" />
|
||||
<ClCompile Include="clipper.cpp" />
|
||||
<ClCompile Include="command_processor.cpp" />
|
||||
<ClCompile Include="primitive_assembly.cpp" />
|
||||
|
@ -43,6 +44,8 @@
|
|||
<ClInclude Include="video_core.h" />
|
||||
<ClInclude Include="debug_utils\debug_utils.h" />
|
||||
<ClInclude Include="renderer_opengl\renderer_opengl.h" />
|
||||
<ClInclude Include="renderer_opengl\gl_shader_util.h" />
|
||||
<ClInclude Include="renderer_opengl\gl_shaders.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Text Include="CMakeLists.txt" />
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="renderer_opengl">
|
||||
|
@ -12,6 +12,9 @@
|
|||
<ClCompile Include="renderer_opengl\renderer_opengl.cpp">
|
||||
<Filter>renderer_opengl</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="renderer_opengl\gl_shader_util.cpp">
|
||||
<Filter>renderer_opengl</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="clipper.cpp" />
|
||||
<ClCompile Include="command_processor.cpp" />
|
||||
<ClCompile Include="primitive_assembly.cpp" />
|
||||
|
@ -35,7 +38,15 @@
|
|||
<ClInclude Include="utils.h" />
|
||||
<ClInclude Include="vertex_shader.h" />
|
||||
<ClInclude Include="video_core.h" />
|
||||
<ClInclude Include="renderer_opengl\renderer_opengl.h" />
|
||||
<ClInclude Include="renderer_opengl\renderer_opengl.h">
|
||||
<Filter>renderer_opengl</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="renderer_opengl\gl_shader_util.h">
|
||||
<Filter>renderer_opengl</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="renderer_opengl\gl_shaders.h">
|
||||
<Filter>renderer_opengl</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="debug_utils\debug_utils.h">
|
||||
<Filter>debug_utils</Filter>
|
||||
</ClInclude>
|
||||
|
|
Loading…
Reference in a new issue