citra/src/video_core/renderer_opengl/renderer_opengl.cpp
Tony Wasserka 9c781a6c76 Remove the fancy RegisterSet class introduced in 4c2bff61e.
While it was some nice and fancy template usage, it ultimately had many practical issues regarding length of involved expressions under regular usage as well as common code completion tools not being able to handle the structures.
Instead, we now use a more conventional approach which is a lot more clean to use.
2014-08-12 02:17:21 +02:00

298 lines
11 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "core/hw/gpu.h"
#include "video_core/video_core.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
#include "core/mem_map.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() {
m_render_window->MakeCurrent();
// 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.
common::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 in Pointer to input raw framebuffer in V/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(const u8* in, u8* out) {
int in_coord = 0;
for (int x = 0; x < VideoCore::kScreenTopWidth; x++) {
for (int y = VideoCore::kScreenTopHeight-1; y >= 0; y--) {
// TODO: Properly support other framebuffer formats
int out_coord = (x + y * VideoCore::kScreenTopWidth) * 3;
out[out_coord] = in[in_coord]; // blue?
out[out_coord + 1] = in[in_coord + 1]; // green?
out[out_coord + 2] = in[in_coord + 2]; // red?
in_coord+=3;
}
}
}
/**
* 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 common::Rect& src_rect, const common::Rect& dst_rect) {
const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
const u32 active_fb_top = (framebuffer_top.active_fb == 1)
? framebuffer_top.address_left2
: framebuffer_top.address_left1;
const u32 active_fb_sub = (framebuffer_sub.active_fb == 1)
? framebuffer_sub.address_left2
: framebuffer_sub.address_left1;
DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x",
framebuffer_top.stride * framebuffer_top.height,
GPU::GetFramebufferAddr(active_fb_top), (int)framebuffer_top.width,
(int)framebuffer_top.height, (int)framebuffer_top.format);
// TODO: This should consider the GPU registers for framebuffer width, height and stride.
FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_top), m_xfb_top_flipped);
FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_sub), m_xfb_bottom_flipped);
// Blit the top framebuffer
// ------------------------
// Update textures with contents of XFB in RAM - top
glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
GL_BGR, GL_UNSIGNED_BYTE, m_xfb_top_flipped);
glBindTexture(GL_TEXTURE_2D, 0);
// Render target is destination framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight);
// Render source is our EFB
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_top);
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);
// Blit the bottom framebuffer
// ---------------------------
// Update textures with contents of XFB in RAM - bottom
glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
GL_BGR, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped);
glBindTexture(GL_TEXTURE_2D, 0);
// Render target is destination framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
glViewport(0, 0,
VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight);
// Render source is our EFB
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_bottom);
glReadBuffer(GL_COLOR_ATTACHMENT0);
// Blit
int offset = (VideoCore::kScreenTopWidth - VideoCore::kScreenBottomWidth) / 2;
glBlitFramebuffer(0,0, VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight,
offset, VideoCore::kScreenBottomHeight, VideoCore::kScreenBottomWidth + offset, 0,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
/// Initialize the FBO
void RendererOpenGL::InitFramebuffer() {
// TODO(bunnei): This should probably be implemented with the top screen and bottom screen as
// separate framebuffers
// Init the FBOs
// -------------
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, m_fbo_rbo[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth,
VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
// Generate depth buffer storage
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, m_fbo[i]);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, m_fbo_rbo[i]);
// Check for completeness
if (GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)) {
NOTICE_LOG(RENDER, "framebuffer(%d) initialized ok", i);
} else {
ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer");
exit(1);
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our frame buffer(s)
// Initialize framebuffer textures
// -------------------------------
// Create XFB textures
glGenTextures(1, &m_xfb_texture_top);
glGenTextures(1, &m_xfb_texture_bottom);
// Alocate video memorry for XFB textures
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, 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, &m_xfb_top); // Generate framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_top);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
m_xfb_texture_top, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glGenFramebuffers(1, &m_xfb_bottom); // Generate framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_bottom);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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, m_resolution_width, m_resolution_height);
// Render source is our XFB
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
glReadBuffer(GL_COLOR_ATTACHMENT0);
// Blit
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, m_fbo[kFramebuffer_EFB]);
m_current_frame++;
}
/// Updates the framerate
void RendererOpenGL::UpdateFramerate() {
}
/**
* Set the emulator window to use for renderer
* @param window EmuWindow handle to emulator window to use for rendering
*/
void RendererOpenGL::SetWindow(EmuWindow* window) {
m_render_window = window;
}
/// Initialize the renderer
void RendererOpenGL::Init() {
m_render_window->MakeCurrent();
glShadeModel(GL_SMOOTH);
glStencilFunc(GL_ALWAYS, 0, 0);
glBlendFunc(GL_ONE, GL_ONE);
glViewport(0, 0, m_resolution_width, m_resolution_height);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDepthFunc(GL_LEQUAL);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
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...",
glewGetErrorString(err));
exit(-1);
}
// Initialize everything else
// --------------------------
InitFramebuffer();
NOTICE_LOG(RENDER, "GL_VERSION: %s\n", glGetString(GL_VERSION));
}
/// Shutdown the renderer
void RendererOpenGL::ShutDown() {
}