90 lines
2.7 KiB
C++
90 lines
2.7 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include "generated/gl_3_2_core.h"
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#include "common/math_util.h"
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#include "core/hw/gpu.h"
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#include "video_core/renderer_base.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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class EmuWindow;
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class RendererOpenGL : public RendererBase {
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public:
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RendererOpenGL();
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~RendererOpenGL() override;
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/// Swap buffers (render frame)
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void SwapBuffers() override;
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/**
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* Set the emulator window to use for renderer
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* @param window EmuWindow handle to emulator window to use for rendering
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*/
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void SetWindow(EmuWindow* window) override;
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/// Initialize the renderer
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void Init() override;
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/// Shutdown the renderer
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void ShutDown() override;
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private:
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/// Structure used for storing information about the textures for each 3DS screen
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struct TextureInfo {
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GLuint handle;
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GLsizei width;
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GLsizei height;
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GPU::Regs::PixelFormat format;
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GLenum gl_format;
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GLenum gl_type;
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};
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void InitOpenGLObjects();
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void ConfigureFramebufferTexture(TextureInfo& texture,
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const GPU::Regs::FramebufferConfig& framebuffer);
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void DrawScreens();
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void DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h);
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void UpdateFramerate();
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// Loads framebuffer from emulated memory into the active OpenGL texture.
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void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
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const TextureInfo& texture);
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// Fills active OpenGL texture with the given RGB color.
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void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
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const TextureInfo& texture);
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/// Computes the viewport rectangle
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MathUtil::Rectangle<unsigned> GetViewportExtent();
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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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int resolution_width; ///< Current resolution width
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int resolution_height; ///< Current resolution height
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OpenGLState state;
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// OpenGL object IDs
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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; ///< Textures for top and bottom screens 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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// Shader attribute input indices
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GLuint attrib_position;
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GLuint attrib_tex_coord;
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};
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