video_core: Implement the remaining framebuffer formats in the OpenGL renderer.

This commit is contained in:
Emmanuel Gil Peyrot 2015-02-05 14:15:42 +00:00
parent 12181c8a64
commit c439b3074d
3 changed files with 86 additions and 12 deletions

View file

@ -53,6 +53,7 @@ struct Regs {
"Structure size and register block length don't match")
#endif
// All of those formats are described in reverse byte order, since the 3DS is little-endian.
enum class PixelFormat : u32 {
RGBA8 = 0,
RGB8 = 1,
@ -61,6 +62,24 @@ struct Regs {
RGBA4 = 4,
};
/**
* Returns the number of bytes per pixel.
*/
static int BytesPerPixel(PixelFormat format) {
switch (format) {
case PixelFormat::RGBA8:
return 4;
case PixelFormat::RGB8:
return 3;
case PixelFormat::RGB565:
case PixelFormat::RGB5A1:
case PixelFormat::RGBA4:
return 2;
default:
UNIMPLEMENTED();
}
}
INSERT_PADDING_WORDS(0x4);
struct {

View file

@ -61,15 +61,13 @@ void RendererOpenGL::SwapBuffers() {
for(int i : {0, 1}) {
const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
if (textures[i].width != (GLsizei)framebuffer.width || textures[i].height != (GLsizei)framebuffer.height) {
if (textures[i].width != (GLsizei)framebuffer.width ||
textures[i].height != (GLsizei)framebuffer.height ||
textures[i].format != framebuffer.color_format) {
// Reallocate texture if the framebuffer size has changed.
// This is expected to not happen very often and hence should not be a
// performance problem.
glBindTexture(GL_TEXTURE_2D, textures[i].handle);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0,
GL_BGR, GL_UNSIGNED_BYTE, nullptr);
textures[i].width = framebuffer.width;
textures[i].height = framebuffer.height;
ConfigureFramebufferTexture(textures[i], framebuffer);
}
LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]);
@ -98,13 +96,12 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
const u8* framebuffer_data = Memory::GetPointer(framebuffer_vaddr);
// TODO: Handle other pixel formats
ASSERT_MSG(framebuffer.color_format == GPU::Regs::PixelFormat::RGB8,
"Unsupported 3DS pixel format.");
int bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
size_t pixel_stride = framebuffer.stride / bpp;
size_t pixel_stride = framebuffer.stride / 3;
// OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
ASSERT(pixel_stride * 3 == framebuffer.stride);
ASSERT(pixel_stride * bpp == framebuffer.stride);
// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
// only allows rows to have a memory alignement of 4.
ASSERT(pixel_stride % 4 == 0);
@ -118,7 +115,7 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
// TODO: Applications could theoretically crash Citra here by specifying too large
// framebuffer sizes. We should make sure that this cannot happen.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
GL_BGR, GL_UNSIGNED_BYTE, framebuffer_data);
texture.gl_format, texture.gl_type, framebuffer_data);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
@ -171,6 +168,59 @@ void RendererOpenGL::InitOpenGLObjects() {
glBindTexture(GL_TEXTURE_2D, 0);
}
void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
const GPU::Regs::FramebufferConfig& framebuffer) {
GPU::Regs::PixelFormat format = framebuffer.color_format;
GLint internal_format;
texture.format = format;
texture.width = framebuffer.width;
texture.height = framebuffer.height;
switch (format) {
case GPU::Regs::PixelFormat::RGBA8:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_INT_8_8_8_8;
break;
case GPU::Regs::PixelFormat::RGB8:
// This pixel format uses BGR since GL_UNSIGNED_BYTE specifies byte-order, unlike every
// specific OpenGL type used in this function using native-endian (that is, little-endian
// mostly everywhere) for words or half-words.
// TODO: check how those behave on big-endian processors.
internal_format = GL_RGB;
texture.gl_format = GL_BGR;
texture.gl_type = GL_UNSIGNED_BYTE;
break;
case GPU::Regs::PixelFormat::RGB565:
internal_format = GL_RGB;
texture.gl_format = GL_RGB;
texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
case GPU::Regs::PixelFormat::RGB5A1:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case GPU::Regs::PixelFormat::RGBA4:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
default:
UNIMPLEMENTED();
}
glBindTexture(GL_TEXTURE_2D, texture.handle);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
texture.gl_format, texture.gl_type, nullptr);
}
/**
* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD rotation.
*/

View file

@ -43,9 +43,14 @@ private:
GLuint handle;
GLsizei width;
GLsizei height;
GPU::Regs::PixelFormat format;
GLenum gl_format;
GLenum gl_type;
};
void InitOpenGLObjects();
static void ConfigureFramebufferTexture(TextureInfo& texture,
const GPU::Regs::FramebufferConfig& framebuffer);
void DrawScreens();
void DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h);
void UpdateFramerate();