citra/src/video_core/renderer_opengl/renderer_opengl.h

90 lines
2.9 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <GL/glew.h>
#include "common/common.h"
#include "common/emu_window.h"
#include "video_core/renderer_base.h"
class RendererOpenGL : virtual public RendererBase {
public:
static const int kMaxFramebuffers = 2; ///< Maximum number of framebuffers
RendererOpenGL();
~RendererOpenGL();
/// Swap buffers (render frame)
void SwapBuffers();
/**
* 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 RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect);
/**
* Set the emulator window to use for renderer
* @param window EmuWindow handle to emulator window to use for rendering
*/
void SetWindow(EmuWindow* window);
/// Initialize the renderer
void Init();
/// Shutdown the renderer
void ShutDown();
private:
/// Initialize the FBO
void InitFramebuffer();
// Blit the FBO to the OpenGL default framebuffer
void RenderFramebuffer();
/// Updates the framerate
void UpdateFramerate();
/**
* 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 FlipFramebuffer(const u8* in, u8* out);
EmuWindow* m_render_window; ///< Handle to render window
u32 m_last_mode; ///< Last render mode
int m_resolution_width; ///< Current resolution width
int m_resolution_height; ///< Current resolution height
// Framebuffers
// ------------
GLuint m_fbo[kMaxFramebuffers]; ///< Framebuffer objects
GLuint m_fbo_rbo[kMaxFramebuffers]; ///< Render buffer objects
GLuint m_fbo_depth_buffers[kMaxFramebuffers]; ///< Depth buffers objects
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::kScreenTopHeight * 4];
u8 m_xfb_bottom_flipped[VideoCore::kScreenBottomWidth * VideoCore::kScreenBottomHeight * 4];
};