Add implementation for color filling.
TODO: Get LCD Color Fill data from GPU
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81fa66e9a8
2 changed files with 49 additions and 12 deletions
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@ -61,18 +61,28 @@ void RendererOpenGL::SwapBuffers() {
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for(int i : {0, 1}) {
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const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
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if (textures[i].width != framebuffer.width || textures[i].height != framebuffer.height) {
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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glBindTexture(GL_TEXTURE_2D, textures[i].handle);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0,
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GL_BGR, GL_UNSIGNED_BYTE, nullptr);
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textures[i].width = framebuffer.width;
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textures[i].height = framebuffer.height;
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}
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u32 lcd_color_fill = 0;
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// TODO: Get LCD Color Fill data from GPU (main: 0x202204, sub: 0x202A04)
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LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]);
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if (lcd_color_fill & 1 << 24) { //Enabled
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u8 r = (lcd_color_fill >> 0) & 0xFF;
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u8 g = (lcd_color_fill >> 8) & 0xFF;
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u8 b = (lcd_color_fill >> 16) & 0xFF;
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LoadColorToActiveGLTexture(r, g, b, &textures[i]);
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} else {
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if (textures[i].width != framebuffer.width || textures[i].height != framebuffer.height) {
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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glBindTexture(GL_TEXTURE_2D, textures[i].handle);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0,
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GL_BGR, GL_UNSIGNED_BYTE, nullptr);
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textures[i].width = framebuffer.width;
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textures[i].height = framebuffer.height;
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}
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LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]);
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}
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}
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DrawScreens();
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@ -124,6 +134,31 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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/**
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* Creates 1x1 framebuffer from color, loads into the active OpenGL texture.
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* Since the color is solid, the texture can be 1x1 but will stretch across whatever it's rendered on.
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* This has the added benefit of being *really fast*.
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*/
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void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, TextureInfo* texture) {
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glBindTexture(GL_TEXTURE_2D, texture->handle);
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u8 framebuffer_data[3] = { color_r, color_g, color_b };
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if (texture->width != 1 || texture->height != 1) {
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// Reallocate texture if the framebuffer size has changed.
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0,
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GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data);
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texture->width = 1;
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texture->height = 1;
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} else {
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// Update existing texture
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->width, texture->height,
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GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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/**
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* Initializes the OpenGL state and creates persistent objects.
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*/
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@ -51,6 +51,8 @@ private:
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// Loads framebuffer from emulated memory into the active OpenGL texture.
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static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
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const TextureInfo& texture);
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// Creates 1x1 framebuffer from color, loads into the active OpenGL texture.
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static void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, TextureInfo* texture);
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EmuWindow* render_window; ///< Handle to render window
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u32 last_mode; ///< Last render mode
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@ -62,7 +64,7 @@ private:
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GLuint vertex_array_handle;
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GLuint vertex_buffer_handle;
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GLuint program_id;
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std::array<TextureInfo, 2> textures;
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std::array<TextureInfo, 2> textures; // main, sub respectively
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// Shader uniform location indices
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GLuint uniform_modelview_matrix;
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GLuint uniform_color_texture;
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