// Copyright 2022 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include "core/hw/gpu.h" #include "video_core/renderer_base.h" #include "video_core/renderer_opengl/frame_dumper_opengl.h" #include "video_core/renderer_opengl/gl_driver.h" #include "video_core/renderer_opengl/gl_rasterizer.h" #include "video_core/renderer_opengl/gl_resource_manager.h" #include "video_core/renderer_opengl/gl_state.h" namespace Layout { struct FramebufferLayout; } namespace Core { class System; } namespace OpenGL { /// Structure used for storing information about the textures for each 3DS screen struct TextureInfo { OGLTexture resource; GLsizei width; GLsizei height; GPU::Regs::PixelFormat format; GLenum gl_format; GLenum gl_type; }; /// Structure used for storing information about the display target for each 3DS screen struct ScreenInfo { GLuint display_texture; Common::Rectangle display_texcoords; TextureInfo texture; }; class RendererOpenGL : public VideoCore::RendererBase { public: explicit RendererOpenGL(Core::System& system, Frontend::EmuWindow& window, Frontend::EmuWindow* secondary_window); ~RendererOpenGL() override; [[nodiscard]] VideoCore::RasterizerInterface* Rasterizer() override { return &rasterizer; } void SwapBuffers() override; void TryPresent(int timeout_ms, bool is_secondary) override; void PrepareVideoDumping() override; void CleanupVideoDumping() override; void Sync() override; private: void InitOpenGLObjects(); void ReloadShader(); void PrepareRendertarget(); void RenderScreenshot(); void RenderToMailbox(const Layout::FramebufferLayout& layout, std::unique_ptr& mailbox, bool flipped); void ConfigureFramebufferTexture(TextureInfo& texture, const GPU::Regs::FramebufferConfig& framebuffer); void DrawScreens(const Layout::FramebufferLayout& layout, bool flipped); void ApplySecondLayerOpacity(); void ResetSecondLayerOpacity(); void DrawBottomScreen(const Layout::FramebufferLayout& layout, const Common::Rectangle& bottom_screen); void DrawTopScreen(const Layout::FramebufferLayout& layout, const Common::Rectangle& top_screen); void DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h, Layout::DisplayOrientation orientation); void DrawSingleScreenStereo(const ScreenInfo& screen_info_l, const ScreenInfo& screen_info_r, float x, float y, float w, float h, Layout::DisplayOrientation orientation); // Loads framebuffer from emulated memory into the display information structure void LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer, ScreenInfo& screen_info, bool right_eye); // Fills active OpenGL texture with the given RGB color. void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture); private: Driver driver; RasterizerOpenGL rasterizer; OpenGLState state; // OpenGL object IDs OGLVertexArray vertex_array; OGLBuffer vertex_buffer; OGLProgram shader; OGLFramebuffer screenshot_framebuffer; std::array samplers; // Display information for top and bottom screens respectively std::array screen_infos; // Shader uniform location indices GLuint uniform_modelview_matrix; GLuint uniform_color_texture; GLuint uniform_color_texture_r; // Shader uniform for Dolphin compatibility GLuint uniform_i_resolution; GLuint uniform_o_resolution; GLuint uniform_layer; // Shader attribute input indices GLuint attrib_position; GLuint attrib_tex_coord; FrameDumperOpenGL frame_dumper; }; } // namespace OpenGL