1
0
Fork 0
forked from suyu/suyu

Merge pull request #74 from kevinhartman/master

Initial rewrite of opengl renderer.
This commit is contained in:
bunnei 2014-08-26 00:03:05 -04:00
commit fef62d0e54
8 changed files with 342 additions and 213 deletions

View file

@ -5,8 +5,9 @@ set(SRCS clipper.cpp
utils.cpp
vertex_shader.cpp
video_core.cpp
debug_utils/debug_utils.cpp
renderer_opengl/renderer_opengl.cpp)
renderer_opengl/renderer_opengl.cpp
renderer_opengl/gl_shader_util.cpp
debug_utils/debug_utils.cpp)
set(HEADERS clipper.h
command_processor.h
@ -18,7 +19,9 @@ set(HEADERS clipper.h
renderer_base.h
vertex_shader.h
video_core.h
debug_utils/debug_utils.h
renderer_opengl/renderer_opengl.h)
renderer_opengl/renderer_opengl.h
renderer_opengl/gl_shader_util.h
renderer_opengl/gl_shaders.h
debug_utils/debug_utils.h)
add_library(video_core STATIC ${SRCS} ${HEADERS})

View file

@ -0,0 +1,81 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "gl_shader_util.h"
#include "common/log.h"
#include <vector>
#include <algorithm>
namespace ShaderUtil {
GLuint LoadShaders(const char* vertex_shader, const char* fragment_shader) {
// Create the shaders
GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);
GLuint fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
GLint result = GL_FALSE;
int info_log_length;
// Compile Vertex Shader
DEBUG_LOG(GPU, "Compiling vertex shader.");
glShaderSource(vertex_shader_id, 1, &vertex_shader, NULL);
glCompileShader(vertex_shader_id);
// Check Vertex Shader
glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result);
glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
std::vector<char> vertex_shader_error(info_log_length);
glGetShaderInfoLog(vertex_shader_id, info_log_length, NULL, &vertex_shader_error[0]);
if (info_log_length > 1) {
DEBUG_LOG(GPU, "%s", &vertex_shader_error[0]);
}
// Compile Fragment Shader
DEBUG_LOG(GPU, "Compiling fragment shader.");
glShaderSource(fragment_shader_id, 1, &fragment_shader, NULL);
glCompileShader(fragment_shader_id);
// Check Fragment Shader
glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result);
glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
std::vector<char> fragment_shader_error(info_log_length);
glGetShaderInfoLog(fragment_shader_id, info_log_length, NULL, &fragment_shader_error[0]);
if (info_log_length > 1) {
DEBUG_LOG(GPU, "%s", &fragment_shader_error[0]);
}
// Link the program
DEBUG_LOG(GPU, "Linking program.");
GLuint program_id = glCreateProgram();
glAttachShader(program_id, vertex_shader_id);
glAttachShader(program_id, fragment_shader_id);
glLinkProgram(program_id);
// Check the program
glGetProgramiv(program_id, GL_LINK_STATUS, &result);
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
std::vector<char> program_error(std::max(info_log_length, int(1)));
glGetProgramInfoLog(program_id, info_log_length, NULL, &program_error[0]);
if (info_log_length > 1) {
DEBUG_LOG(GPU, "%s", &program_error[0]);
}
glDeleteShader(vertex_shader_id);
glDeleteShader(fragment_shader_id);
return program_id;
}
}

View file

@ -0,0 +1,13 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <GL/glew.h>
namespace ShaderUtil {
GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path);
}

View file

@ -0,0 +1,39 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
namespace GLShaders {
static const char g_vertex_shader[] = R"(
#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 texCoord;
out vec2 UV;
mat3 window_scale = mat3(
vec3(1.0, 0.0, 0.0),
vec3(0.0, 5.0/6.0, 0.0), // TODO(princesspeachum): replace hard-coded aspect with uniform
vec3(0.0, 0.0, 1.0)
);
void main() {
gl_Position.xyz = window_scale * position;
gl_Position.w = 1.0;
UV = texCoord;
})";
static const char g_fragment_shader[] = R"(
#version 330 core
in vec2 UV;
out vec3 color;
uniform sampler2D sampler;
void main() {
color = texture(sampler, UV).rgb;
})";
}

View file

@ -6,24 +6,56 @@
#include "video_core/video_core.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_shaders.h"
#include "core/mem_map.h"
#include <algorithm>
static const GLfloat kViewportAspectRatio =
(static_cast<float>(VideoCore::kScreenTopHeight) + VideoCore::kScreenBottomHeight) / VideoCore::kScreenTopWidth;
// Fullscreen quad dimensions
static const GLfloat kTopScreenWidthNormalized = 2;
static const GLfloat kTopScreenHeightNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth);
static const GLfloat kBottomScreenWidthNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth);
static const GLfloat kBottomScreenHeightNormalized = kBottomScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth);
static const GLfloat g_vbuffer_top[] = {
// x, y, z u, v
-1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
-1.0f, kTopScreenHeightNormalized, 0.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f, 1.0f
};
static const GLfloat g_vbuffer_bottom[] = {
// x, y, z u, v
-(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f,
(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 1.0f, 1.0f,
(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
-(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 0.0f, 0.0f,
-(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f
};
/// 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;
resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
m_xfb_texture_top = 0;
m_xfb_texture_bottom = 0;
// Initialize screen info
screen_info.Top().width = VideoCore::kScreenTopWidth;
screen_info.Top().height = VideoCore::kScreenTopHeight;
screen_info.Top().flipped_xfb_data = xfb_top_flipped;
m_xfb_top = 0;
m_xfb_bottom = 0;
screen_info.Bottom().width = VideoCore::kScreenBottomWidth;
screen_info.Bottom().height = VideoCore::kScreenBottomHeight;
screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped;
}
/// RendererOpenGL destructor
@ -32,41 +64,41 @@ RendererOpenGL::~RendererOpenGL() {
/// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers() {
m_render_window->MakeCurrent();
render_window->MakeCurrent();
// 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.
common::Rect framebuffer_size(0, 0, m_resolution_width, m_resolution_height);
// register write.
//
// TODO(princesspeachum): (related to above^) this should only be called when there's new data, not every frame.
// Currently this uploads data that shouldn't have changed.
common::Rect framebuffer_size(0, 0, resolution_width, 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]);
render_window->PollEvents();
render_window->SwapBuffers();
}
/**
* 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
* @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 RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) {
void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) {
int in_coord = 0;
for (int x = 0; x < VideoCore::kScreenTopWidth; x++) {
for (int y = VideoCore::kScreenTopHeight-1; y >= 0; y--) {
for (int x = 0; x < screen_info.width; x++) {
for (int y = screen_info.height-1; y >= 0; y--) {
// TODO: Properly support other framebuffer formats
int out_coord = (x + y * VideoCore::kScreenTopWidth) * 3;
out[out_coord] = in[in_coord]; // blue?
out[out_coord + 1] = in[in_coord + 1]; // green?
out[out_coord + 2] = in[in_coord + 2]; // red?
in_coord+=3;
int out_coord = (x + y * screen_info.width) * 3;
screen_info.flipped_xfb_data[out_coord] = raw_data[in_coord + 2]; // Red
screen_info.flipped_xfb_data[out_coord + 1] = raw_data[in_coord + 1]; // Green
screen_info.flipped_xfb_data[out_coord + 2] = raw_data[in_coord]; // Blue
in_coord += 3;
}
}
}
@ -77,167 +109,116 @@ void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) {
* @param dst_rect Destination rectangle in output framebuffer to copy to
*/
void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect) {
const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
const u32 active_fb_top = (framebuffer_top.active_fb == 1)
? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2)
: Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1);
? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2)
: Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1);
const u32 active_fb_sub = (framebuffer_sub.active_fb == 1)
? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2)
: Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1);
? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2)
: Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1);
DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x",
framebuffer_top.stride * framebuffer_top.height,
active_fb_top, (int)framebuffer_top.width,
(int)framebuffer_top.height, (int)framebuffer_top.format);
// TODO: This should consider the GPU registers for framebuffer width, height and stride.
FlipFramebuffer(Memory::GetPointer(active_fb_top), m_xfb_top_flipped);
FlipFramebuffer(Memory::GetPointer(active_fb_sub), m_xfb_bottom_flipped);
FlipFramebuffer(Memory::GetPointer(active_fb_top), screen_info.Top());
FlipFramebuffer(Memory::GetPointer(active_fb_sub), screen_info.Bottom());
// Blit the top framebuffer
// ------------------------
for (int i = 0; i < 2; i++) {
ScreenInfo* current_screen = &screen_info[i];
glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
// TODO: This should consider the GPU registers for framebuffer width, height and stride.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, current_screen->width, current_screen->height,
GL_RGB, GL_UNSIGNED_BYTE, current_screen->flipped_xfb_data);
}
// 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_BGR, 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_BGR, 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);
// TODO(princesspeachum):
// Only the subset src_rect of the GPU buffer
// should be copied into the texture of the relevant screen.
//
// The method's parameters also only include src_rect and dest_rec for one screen,
// so this may need to be changed (pair for each screen).
}
/// Initialize the FBO
void RendererOpenGL::InitFramebuffer() {
// TODO(bunnei): This should probably be implemented with the top screen and bottom screen as
// separate framebuffers
program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
sampler_id = glGetUniformLocation(program_id, "sampler");
// Init the FBOs
// -------------
// Generate vertex buffers for both screens
glGenBuffers(1, &screen_info.Top().vertex_buffer_id);
glGenBuffers(1, &screen_info.Bottom().vertex_buffer_id);
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
// --------------------------

View file

@ -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];
};

View file

@ -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" />

View file

@ -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>