- removed lots of unused code from gekko

- updated code style/naming conventions
This commit is contained in:
bunnei 2014-04-08 18:59:02 -04:00
parent 7a7917df27
commit 8c60294243
3 changed files with 118 additions and 375 deletions

View file

@ -37,15 +37,7 @@ public:
kFramebuffer_Texture
};
/// Used for referencing the render modes
enum kRenderMode {
kRenderMode_None = 0,
kRenderMode_Multipass = 1,
kRenderMode_ZComp = 2,
kRenderMode_UseDstAlpha = 4
};
RendererBase() : current_fps_(0), current_frame_(0) {
RendererBase() : m_current_fps(0), m_current_frame(0) {
}
~RendererBase() {
@ -54,56 +46,6 @@ public:
/// Swap buffers (render frame)
virtual void SwapBuffers() = 0;
/**
* Blits the EFB to the external framebuffer (XFB)
* @param src_rect Source rectangle in EFB to copy
* @param dst_rect Destination rectangle in EFB to copy to
* @param dest_height Destination height in pixels
*/
virtual void CopyToXFB(const Rect& src_rect, const Rect& dst_rect) = 0;
/**
* Clear the screen
* @param rect Screen rectangle to clear
* @param enable_color Enable color clearing
* @param enable_alpha Enable alpha clearing
* @param enable_z Enable depth clearing
* @param color Clear color
* @param z Clear depth
*/
virtual void Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z,
u32 color, u32 z) = 0;
/// Sets the renderer viewport location, width, and height
virtual void SetViewport(int x, int y, int width, int height) = 0;
/// Sets the renderer depthrange, znear and zfar
virtual void SetDepthRange(double znear, double zfar) = 0;
/* Sets the scissor box
* @param rect Renderer rectangle to set scissor box to
*/
virtual void SetScissorBox(const Rect& rect) = 0;
/**
* Sets the line and point size
* @param line_width Line width to use
* @param point_size Point size to use
*/
virtual void SetLinePointSize(f32 line_width, f32 point_size) = 0;
/**
* Set a specific render mode
* @param flag Render flags mode to enable
*/
virtual void SetMode(kRenderMode flags) = 0;
/// Reset the full renderer API to the NULL state
virtual void ResetRenderState() = 0;
/// Restore the full renderer API state - As the game set it
virtual void RestoreRenderState() = 0;
/**
* Set the emulator window to use for renderer
* @param window EmuWindow handle to emulator window to use for rendering
@ -119,13 +61,17 @@ public:
// Getter/setter functions:
// ------------------------
f32 current_fps() const { return current_fps_; }
f32 GetCurrentframe() const {
return m_current_fps;
}
int current_frame() const { return current_frame_; }
int current_frame() const {
return m_current_frame;
}
protected:
f32 current_fps_; ///< Current framerate, should be set by the renderer
int current_frame_; ///< Current frame, should be set by the renderer
f32 m_current_fps; ///< Current framerate, should be set by the renderer
int m_current_frame; ///< Current frame, should be set by the renderer
private:
DISALLOW_COPY_AND_ASSIGN(RendererBase);

View file

@ -26,13 +26,53 @@
#include "video_core.h"
#include "renderer_opengl/renderer_opengl.h"
/// 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;
m_xfb_texture_top = 0;
m_xfb_texture_bottom = 0;
m_xfb_top = 0;
m_xfb_bottom = 0;
}
/// RendererOpenGL destructor
RendererOpenGL::~RendererOpenGL() {
}
/// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers() {
// 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.
Rect framebuffer_size(0, 0, m_resolution_width, m_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]);
}
/**
* Helper function to flip framebuffer from left-to-right to top-to-bottom
* @param addr Address of framebuffer in 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
*/
inline void _flip_framebuffer(u32 addr, u8* out) {
void RendererOpenGL::FlipFramebuffer(u32 addr, u8* out) {
u8* in = Memory::GetPointer(addr);
for (int y = 0; y < VideoCore::kScreenTopHeight; y++) {
for (int x = 0; x < VideoCore::kScreenTopWidth; x++) {
@ -47,79 +87,31 @@ inline void _flip_framebuffer(u32 addr, u8* out) {
}
}
/// RendererOpenGL constructor
RendererOpenGL::RendererOpenGL() {
memset(fbo_, 0, sizeof(fbo_));
memset(fbo_rbo_, 0, sizeof(fbo_rbo_));
memset(fbo_depth_buffers_, 0, sizeof(fbo_depth_buffers_));
resolution_width_ = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
resolution_height_ = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
xfb_texture_top_ = 0;
xfb_texture_bottom_ = 0;
xfb_top_ = 0;
xfb_bottom_ = 0;
}
/// RendererOpenGL destructor
RendererOpenGL::~RendererOpenGL() {
}
/// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers() {
ResetRenderState();
// 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.
Rect framebuffer_size(0, 0, resolution_width_, resolution_height_);
RenderXFB(framebuffer_size, framebuffer_size);
// XFB->Window copy
RenderFramebuffer();
// Swap buffers
render_window_->PollEvents();
render_window_->SwapBuffers();
// Switch back to EFB and clear
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
RestoreRenderState();
}
/**
* Renders external framebuffer (XFB)
* @param src_rect Source rectangle in XFB to copy
* @param dst_rect Destination rectangle in output framebuffer to copy to
*/
void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) {
static u8 xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth *3];
static u8 xfb_bottom_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth *3];
_flip_framebuffer(0x20282160, xfb_top_flipped);
_flip_framebuffer(0x202118E0, xfb_bottom_flipped);
ResetRenderState();
FlipFramebuffer(0x20282160, m_xfb_top_flipped);
FlipFramebuffer(0x202118E0, m_xfb_bottom_flipped);
// Blit the top framebuffer
// ------------------------
// Update textures with contents of XFB in RAM - top
glBindTexture(GL_TEXTURE_2D, xfb_texture_top_);
glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
GL_RGB, GL_UNSIGNED_BYTE, xfb_top_flipped);
GL_RGB, GL_UNSIGNED_BYTE, m_xfb_top_flipped);
glBindTexture(GL_TEXTURE_2D, 0);
// Render target is destination framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight);
// Render source is our EFB
glBindFramebuffer(GL_READ_FRAMEBUFFER, xfb_top_);
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_top);
glReadBuffer(GL_COLOR_ATTACHMENT0);
// Blit
@ -133,18 +125,18 @@ void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) {
// ---------------------------
// Update textures with contents of XFB in RAM - bottom
glBindTexture(GL_TEXTURE_2D, xfb_texture_bottom_);
glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
GL_RGB, GL_UNSIGNED_BYTE, xfb_bottom_flipped);
GL_RGB, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped);
glBindTexture(GL_TEXTURE_2D, 0);
// Render target is destination framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
glViewport(0, 0,
VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight);
// Render source is our EFB
glBindFramebuffer(GL_READ_FRAMEBUFFER, xfb_bottom_);
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_bottom);
glReadBuffer(GL_COLOR_ATTACHMENT0);
// Blit
@ -154,190 +146,37 @@ void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) {
GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
RestoreRenderState();
}
/**
* Blits the EFB to the external framebuffer (XFB)
* @param src_rect Source rectangle in EFB to copy
* @param dst_rect Destination rectangle in EFB to copy to
*/
void RendererOpenGL::CopyToXFB(const Rect& src_rect, const Rect& dst_rect) {
ERROR_LOG(RENDER, "CopyToXFB not implemented! No EFB support yet!");
//ResetRenderState();
//// Render target is destination framebuffer
//glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
//glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight);
//// Render source is our EFB
//glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
//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);
//RestoreRenderState();
}
/**
* Clear the screen
* @param rect Screen rectangle to clear
* @param enable_color Enable color clearing
* @param enable_alpha Enable alpha clearing
* @param enable_z Enable depth clearing
* @param color Clear color
* @param z Clear depth
*/
void RendererOpenGL::Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z,
u32 color, u32 z) {
GLboolean const color_mask = enable_color ? GL_TRUE : GL_FALSE;
GLboolean const alpha_mask = enable_alpha ? GL_TRUE : GL_FALSE;
ResetRenderState();
// Clear color
glColorMask(color_mask, color_mask, color_mask, alpha_mask);
glClearColor(float((color >> 16) & 0xFF) / 255.0f, float((color >> 8) & 0xFF) / 255.0f,
float((color >> 0) & 0xFF) / 255.0f, float((color >> 24) & 0xFF) / 255.0f);
// Clear depth
glDepthMask(enable_z ? GL_TRUE : GL_FALSE);
glClearDepth(float(z & 0xFFFFFF) / float(0xFFFFFF));
// Specify the rectangle of the EFB to clear
glEnable(GL_SCISSOR_TEST);
glScissor(rect.x0_, rect.y1_, rect.width(), rect.height());
// Clear it!
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
RestoreRenderState();
}
/// Sets the renderer viewport location, width, and height
void RendererOpenGL::SetViewport(int x, int y, int width, int height) {
glViewport(x, y, width, height);
}
/// Sets the renderer depthrange, znear and zfar
void RendererOpenGL::SetDepthRange(double znear, double zfar) {
glDepthRange(znear, zfar);
}
/* Sets the scissor box
* @param rect Renderer rectangle to set scissor box to
*/
void RendererOpenGL::SetScissorBox(const Rect& rect) {
glScissor(rect.x0_, rect.y1_, rect.width(), rect.height());
}
/**
* Sets the line and point size
* @param line_width Line width to use
* @param point_size Point size to use
*/
void RendererOpenGL::SetLinePointSize(f32 line_width, f32 point_size) {
glLineWidth((GLfloat)line_width);
glPointSize((GLfloat)point_size);
}
/**
* Set a specific render mode
* @param flag Render flags mode to enable
*/
void RendererOpenGL::SetMode(kRenderMode flags) {
if(flags & kRenderMode_ZComp) {
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
}
if(flags & kRenderMode_Multipass) {
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDepthFunc(GL_EQUAL);
}
if (flags & kRenderMode_UseDstAlpha) {
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glDisable(GL_BLEND);
}
last_mode_ |= flags;
}
/// Reset the full renderer API to the NULL state
void RendererOpenGL::ResetRenderState() {
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(GL_FALSE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
/// Restore the full renderer API state - As the game set it
void RendererOpenGL::RestoreRenderState() {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
//gp::XF_UpdateViewport();
SetViewport(0, 0, resolution_width_, resolution_height_);
SetDepthRange(0.0f, 1.0f);
//SetGenerationMode();
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
//glEnable(GL_SCISSOR_TEST);
//gp::BP_SetScissorBox();
glDisable(GL_SCISSOR_TEST);
//SetColorMask(gp::g_bp_regs.cmode0);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
//SetDepthMode();
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
//SetBlendMode(gp::g_bp_regs.cmode0, gp::g_bp_regs.cmode1, true);
//if (common::g_config->current_renderer_config().enable_wireframe) {
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//} else {
// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//}
}
/// Initialize the FBO
void RendererOpenGL::InitFramebuffer() {
// TODO(en): This should probably be implemented with the top screen and bottom screen as
// TODO(bunnei): This should probably be implemented with the top screen and bottom screen as
// separate framebuffers
// Init the FBOs
// -------------
glGenFramebuffers(kMaxFramebuffers, fbo_); // Generate primary framebuffer
glGenRenderbuffers(kMaxFramebuffers, fbo_rbo_); // Generate primary RBOs
glGenRenderbuffers(kMaxFramebuffers, fbo_depth_buffers_); // Generate primary depth buffer
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
for (int i = 0; i < kMaxFramebuffers; i++) {
// Generate color buffer storage
glBindRenderbuffer(GL_RENDERBUFFER, fbo_rbo_[i]);
glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_rbo[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth,
VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
// Generate depth buffer storage
glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth_buffers_[i]);
glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth,
VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
// Attach the buffers
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[i]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[i]);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, fbo_depth_buffers_[i]);
GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, fbo_rbo_[i]);
GL_RENDERBUFFER, m_fbo_rbo[i]);
// Check for completeness
if (GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)) {
@ -353,56 +192,55 @@ void RendererOpenGL::InitFramebuffer() {
// -------------------------------
// Create XFB textures
glGenTextures(1, &xfb_texture_top_);
glGenTextures(1, &xfb_texture_bottom_);
glGenTextures(1, &m_xfb_texture_top);
glGenTextures(1, &m_xfb_texture_bottom);
// Alocate video memorry for XFB textures
glBindTexture(GL_TEXTURE_2D, xfb_texture_top_);
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, xfb_texture_bottom_);
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, &xfb_top_); // Generate framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, xfb_top_);
glGenFramebuffers(1, &m_xfb_top); // Generate framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_top);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
xfb_texture_top_, 0);
m_xfb_texture_top, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glGenFramebuffers(1, &xfb_bottom_); // Generate framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, xfb_bottom_);
glGenFramebuffers(1, &m_xfb_bottom); // Generate framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_bottom);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
xfb_texture_bottom_, 0);
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, resolution_width_, resolution_height_);
glViewport(0, 0, m_resolution_width, m_resolution_height);
// Render source is our XFB
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
glReadBuffer(GL_COLOR_ATTACHMENT0);
// Blit
glBlitFramebuffer(0, 0, resolution_width_, resolution_height_, 0, 0,
resolution_width_, resolution_height_, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width,
m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
// Update the FPS count
UpdateFramerate();
// Rebind EFB
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]);
current_frame_++;
m_current_frame++;
}
/// Updates the framerate
@ -414,19 +252,19 @@ void RendererOpenGL::UpdateFramerate() {
* @param window EmuWindow handle to emulator window to use for rendering
*/
void RendererOpenGL::SetWindow(EmuWindow* window) {
render_window_ = window;
m_render_window = window;
}
/// Initialize the renderer
void RendererOpenGL::Init() {
render_window_->MakeCurrent();
m_render_window->MakeCurrent();
glShadeModel(GL_SMOOTH);
glStencilFunc(GL_ALWAYS, 0, 0);
glBlendFunc(GL_ONE, GL_ONE);
glViewport(0, 0, resolution_width_, resolution_height_);
glViewport(0, 0, m_resolution_width, m_resolution_height);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
@ -438,12 +276,12 @@ void RendererOpenGL::Init() {
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, resolution_width_, resolution_height_);
glScissor(0, 0, m_resolution_width, m_resolution_height);
glClearDepth(1.0f);
GLenum err = glewInit();
if (GLEW_OK != err) {
ERROR_LOG(RENDER, " Failed to initialize GLEW! Error message: \"%s\". Exiting...",
ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...",
glewGetErrorString(err));
exit(-1);
}

View file

@ -51,55 +51,6 @@ public:
*/
void RenderXFB(const Rect& src_rect, const Rect& dst_rect);
/**
* Blits the EFB to the external framebuffer (XFB)
* @param src_rect Source rectangle in EFB to copy
* @param dst_rect Destination rectangle in EFB to copy to
*/
void CopyToXFB(const Rect& src_rect, const Rect& dst_rect);
/**
* Clear the screen
* @param rect Screen rectangle to clear
* @param enable_color Enable color clearing
* @param enable_alpha Enable alpha clearing
* @param enable_z Enable depth clearing
* @param color Clear color
* @param z Clear depth
*/
void Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z,
u32 color, u32 z);
/// Sets the renderer viewport location, width, and height
void SetViewport(int x, int y, int width, int height);
/// Sets the renderer depthrange, znear and zfar
void SetDepthRange(double znear, double zfar);
/* Sets the scissor box
* @param rect Renderer rectangle to set scissor box to
*/
void SetScissorBox(const Rect& rect);
/**
* Sets the line and point size
* @param line_width Line width to use
* @param point_size Point size to use
*/
void SetLinePointSize(f32 line_width, f32 point_size);
/**
* Set a specific render mode
* @param flag Render flags mode to enable
*/
void SetMode(kRenderMode flags);
/// Reset the full renderer API to the NULL state
void ResetRenderState();
/// Restore the full renderer API state - As the game set it
void RestoreRenderState();
/**
* Set the emulator window to use for renderer
* @param window EmuWindow handle to emulator window to use for rendering
@ -112,11 +63,6 @@ public:
/// Shutdown the renderer
void ShutDown();
// Framebuffer object(s)
// ---------------------
GLuint fbo_[kMaxFramebuffers]; ///< Framebuffer objects
private:
/// Initialize the FBO
@ -128,26 +74,39 @@ private:
/// Updates the framerate
void UpdateFramerate();
EmuWindow* render_window_;
u32 last_mode_; ///< Last render mode
/**
* Helper function to flip framebuffer from left-to-right to top-to-bottom
* @param addr Address of framebuffer in 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 RendererOpenGL::FlipFramebuffer(u32 addr, u8* out);
int resolution_width_;
int resolution_height_;
// Render buffers
// --------------
EmuWindow* m_render_window; ///< Handle to render window
u32 m_last_mode; ///< Last render mode
GLuint fbo_rbo_[kMaxFramebuffers]; ///< Render buffer objects
GLuint fbo_depth_buffers_[kMaxFramebuffers]; ///< Depth buffers objects
int m_resolution_width; ///< Current resolution width
int m_resolution_height; ///< Current resolution height
// External framebuffers
// ---------------------
// Framebuffers
// ------------
GLuint xfb_texture_top_; ///< GL handle to top framebuffer texture
GLuint xfb_texture_bottom_; ///< GL handle to bottom framebuffer texture
GLuint m_fbo[kMaxFramebuffers]; ///< Framebuffer objects
GLuint m_fbo_rbo[kMaxFramebuffers]; ///< Render buffer objects
GLuint m_fbo_depth_buffers[kMaxFramebuffers]; ///< Depth buffers objects
GLuint xfb_top_;
GLuint xfb_bottom_;
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
// "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 m_xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth * 4];
u8 m_xfb_bottom_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth * 4];
DISALLOW_COPY_AND_ASSIGN(RendererOpenGL);
};