citra/src/video_core/renderer_opengl/gl_rasterizer.h

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