mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-11-23 07:12:46 +01:00
Merge pull request #74 from kevinhartman/master
Initial rewrite of opengl renderer.
This commit is contained in:
commit
fef62d0e54
8 changed files with 342 additions and 213 deletions
|
@ -5,8 +5,9 @@ set(SRCS clipper.cpp
|
||||||
utils.cpp
|
utils.cpp
|
||||||
vertex_shader.cpp
|
vertex_shader.cpp
|
||||||
video_core.cpp
|
video_core.cpp
|
||||||
debug_utils/debug_utils.cpp
|
renderer_opengl/renderer_opengl.cpp
|
||||||
renderer_opengl/renderer_opengl.cpp)
|
renderer_opengl/gl_shader_util.cpp
|
||||||
|
debug_utils/debug_utils.cpp)
|
||||||
|
|
||||||
set(HEADERS clipper.h
|
set(HEADERS clipper.h
|
||||||
command_processor.h
|
command_processor.h
|
||||||
|
@ -18,7 +19,9 @@ set(HEADERS clipper.h
|
||||||
renderer_base.h
|
renderer_base.h
|
||||||
vertex_shader.h
|
vertex_shader.h
|
||||||
video_core.h
|
video_core.h
|
||||||
debug_utils/debug_utils.h
|
renderer_opengl/renderer_opengl.h
|
||||||
renderer_opengl/renderer_opengl.h)
|
renderer_opengl/gl_shader_util.h
|
||||||
|
renderer_opengl/gl_shaders.h
|
||||||
|
debug_utils/debug_utils.h)
|
||||||
|
|
||||||
add_library(video_core STATIC ${SRCS} ${HEADERS})
|
add_library(video_core STATIC ${SRCS} ${HEADERS})
|
||||||
|
|
81
src/video_core/renderer_opengl/gl_shader_util.cpp
Normal file
81
src/video_core/renderer_opengl/gl_shader_util.cpp
Normal file
|
@ -0,0 +1,81 @@
|
||||||
|
// Copyright 2014 Citra Emulator Project
|
||||||
|
// Licensed under GPLv2
|
||||||
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
|
#include "gl_shader_util.h"
|
||||||
|
#include "common/log.h"
|
||||||
|
|
||||||
|
#include <vector>
|
||||||
|
#include <algorithm>
|
||||||
|
|
||||||
|
namespace ShaderUtil {
|
||||||
|
|
||||||
|
GLuint LoadShaders(const char* vertex_shader, const char* fragment_shader) {
|
||||||
|
|
||||||
|
// Create the shaders
|
||||||
|
GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
GLuint fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
|
||||||
|
GLint result = GL_FALSE;
|
||||||
|
int info_log_length;
|
||||||
|
|
||||||
|
// Compile Vertex Shader
|
||||||
|
DEBUG_LOG(GPU, "Compiling vertex shader.");
|
||||||
|
|
||||||
|
glShaderSource(vertex_shader_id, 1, &vertex_shader, NULL);
|
||||||
|
glCompileShader(vertex_shader_id);
|
||||||
|
|
||||||
|
// Check Vertex Shader
|
||||||
|
glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result);
|
||||||
|
glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
|
||||||
|
|
||||||
|
std::vector<char> vertex_shader_error(info_log_length);
|
||||||
|
glGetShaderInfoLog(vertex_shader_id, info_log_length, NULL, &vertex_shader_error[0]);
|
||||||
|
|
||||||
|
if (info_log_length > 1) {
|
||||||
|
DEBUG_LOG(GPU, "%s", &vertex_shader_error[0]);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Compile Fragment Shader
|
||||||
|
DEBUG_LOG(GPU, "Compiling fragment shader.");
|
||||||
|
|
||||||
|
glShaderSource(fragment_shader_id, 1, &fragment_shader, NULL);
|
||||||
|
glCompileShader(fragment_shader_id);
|
||||||
|
|
||||||
|
// Check Fragment Shader
|
||||||
|
glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result);
|
||||||
|
glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
|
||||||
|
|
||||||
|
std::vector<char> fragment_shader_error(info_log_length);
|
||||||
|
glGetShaderInfoLog(fragment_shader_id, info_log_length, NULL, &fragment_shader_error[0]);
|
||||||
|
|
||||||
|
if (info_log_length > 1) {
|
||||||
|
DEBUG_LOG(GPU, "%s", &fragment_shader_error[0]);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Link the program
|
||||||
|
DEBUG_LOG(GPU, "Linking program.");
|
||||||
|
|
||||||
|
GLuint program_id = glCreateProgram();
|
||||||
|
glAttachShader(program_id, vertex_shader_id);
|
||||||
|
glAttachShader(program_id, fragment_shader_id);
|
||||||
|
glLinkProgram(program_id);
|
||||||
|
|
||||||
|
// Check the program
|
||||||
|
glGetProgramiv(program_id, GL_LINK_STATUS, &result);
|
||||||
|
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
|
||||||
|
|
||||||
|
std::vector<char> program_error(std::max(info_log_length, int(1)));
|
||||||
|
glGetProgramInfoLog(program_id, info_log_length, NULL, &program_error[0]);
|
||||||
|
|
||||||
|
if (info_log_length > 1) {
|
||||||
|
DEBUG_LOG(GPU, "%s", &program_error[0]);
|
||||||
|
}
|
||||||
|
|
||||||
|
glDeleteShader(vertex_shader_id);
|
||||||
|
glDeleteShader(fragment_shader_id);
|
||||||
|
|
||||||
|
return program_id;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
13
src/video_core/renderer_opengl/gl_shader_util.h
Normal file
13
src/video_core/renderer_opengl/gl_shader_util.h
Normal file
|
@ -0,0 +1,13 @@
|
||||||
|
// Copyright 2014 Citra Emulator Project
|
||||||
|
// Licensed under GPLv2
|
||||||
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <GL/glew.h>
|
||||||
|
|
||||||
|
namespace ShaderUtil {
|
||||||
|
|
||||||
|
GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path);
|
||||||
|
|
||||||
|
}
|
39
src/video_core/renderer_opengl/gl_shaders.h
Normal file
39
src/video_core/renderer_opengl/gl_shaders.h
Normal file
|
@ -0,0 +1,39 @@
|
||||||
|
// Copyright 2014 Citra Emulator Project
|
||||||
|
// Licensed under GPLv2
|
||||||
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
namespace GLShaders {
|
||||||
|
|
||||||
|
static const char g_vertex_shader[] = R"(
|
||||||
|
#version 330 core
|
||||||
|
layout(location = 0) in vec3 position;
|
||||||
|
layout(location = 1) in vec2 texCoord;
|
||||||
|
|
||||||
|
out vec2 UV;
|
||||||
|
|
||||||
|
mat3 window_scale = mat3(
|
||||||
|
vec3(1.0, 0.0, 0.0),
|
||||||
|
vec3(0.0, 5.0/6.0, 0.0), // TODO(princesspeachum): replace hard-coded aspect with uniform
|
||||||
|
vec3(0.0, 0.0, 1.0)
|
||||||
|
);
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_Position.xyz = window_scale * position;
|
||||||
|
gl_Position.w = 1.0;
|
||||||
|
|
||||||
|
UV = texCoord;
|
||||||
|
})";
|
||||||
|
|
||||||
|
static const char g_fragment_shader[] = R"(
|
||||||
|
#version 330 core
|
||||||
|
in vec2 UV;
|
||||||
|
out vec3 color;
|
||||||
|
uniform sampler2D sampler;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
color = texture(sampler, UV).rgb;
|
||||||
|
})";
|
||||||
|
|
||||||
|
}
|
|
@ -6,24 +6,56 @@
|
||||||
|
|
||||||
#include "video_core/video_core.h"
|
#include "video_core/video_core.h"
|
||||||
#include "video_core/renderer_opengl/renderer_opengl.h"
|
#include "video_core/renderer_opengl/renderer_opengl.h"
|
||||||
|
#include "video_core/renderer_opengl/gl_shader_util.h"
|
||||||
|
#include "video_core/renderer_opengl/gl_shaders.h"
|
||||||
|
|
||||||
#include "core/mem_map.h"
|
#include "core/mem_map.h"
|
||||||
|
|
||||||
|
#include <algorithm>
|
||||||
|
|
||||||
|
static const GLfloat kViewportAspectRatio =
|
||||||
|
(static_cast<float>(VideoCore::kScreenTopHeight) + VideoCore::kScreenBottomHeight) / VideoCore::kScreenTopWidth;
|
||||||
|
|
||||||
|
// Fullscreen quad dimensions
|
||||||
|
static const GLfloat kTopScreenWidthNormalized = 2;
|
||||||
|
static const GLfloat kTopScreenHeightNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth);
|
||||||
|
static const GLfloat kBottomScreenWidthNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth);
|
||||||
|
static const GLfloat kBottomScreenHeightNormalized = kBottomScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth);
|
||||||
|
|
||||||
|
static const GLfloat g_vbuffer_top[] = {
|
||||||
|
// x, y, z u, v
|
||||||
|
-1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
|
||||||
|
1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
|
||||||
|
-1.0f, kTopScreenHeightNormalized, 0.0f, 0.0f, 0.0f,
|
||||||
|
-1.0f, 0.0f, 0.0f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
|
||||||
|
static const GLfloat g_vbuffer_bottom[] = {
|
||||||
|
// x, y, z u, v
|
||||||
|
-(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f,
|
||||||
|
(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 1.0f, 1.0f,
|
||||||
|
(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
|
||||||
/// RendererOpenGL constructor
|
/// RendererOpenGL constructor
|
||||||
RendererOpenGL::RendererOpenGL() {
|
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);
|
resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
|
||||||
m_resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
|
resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
|
||||||
|
|
||||||
m_xfb_texture_top = 0;
|
// Initialize screen info
|
||||||
m_xfb_texture_bottom = 0;
|
screen_info.Top().width = VideoCore::kScreenTopWidth;
|
||||||
|
screen_info.Top().height = VideoCore::kScreenTopHeight;
|
||||||
|
screen_info.Top().flipped_xfb_data = xfb_top_flipped;
|
||||||
|
|
||||||
m_xfb_top = 0;
|
screen_info.Bottom().width = VideoCore::kScreenBottomWidth;
|
||||||
m_xfb_bottom = 0;
|
screen_info.Bottom().height = VideoCore::kScreenBottomHeight;
|
||||||
|
screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// RendererOpenGL destructor
|
/// RendererOpenGL destructor
|
||||||
|
@ -32,40 +64,40 @@ RendererOpenGL::~RendererOpenGL() {
|
||||||
|
|
||||||
/// Swap buffers (render frame)
|
/// Swap buffers (render frame)
|
||||||
void RendererOpenGL::SwapBuffers() {
|
void RendererOpenGL::SwapBuffers() {
|
||||||
m_render_window->MakeCurrent();
|
render_window->MakeCurrent();
|
||||||
|
|
||||||
// EFB->XFB copy
|
// EFB->XFB copy
|
||||||
// TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
|
// 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.
|
// register write.
|
||||||
common::Rect framebuffer_size(0, 0, m_resolution_width, m_resolution_height);
|
//
|
||||||
|
// TODO(princesspeachum): (related to above^) this should only be called when there's new data, not every frame.
|
||||||
|
// Currently this uploads data that shouldn't have changed.
|
||||||
|
common::Rect framebuffer_size(0, 0, resolution_width, resolution_height);
|
||||||
RenderXFB(framebuffer_size, framebuffer_size);
|
RenderXFB(framebuffer_size, framebuffer_size);
|
||||||
|
|
||||||
// XFB->Window copy
|
// XFB->Window copy
|
||||||
RenderFramebuffer();
|
RenderFramebuffer();
|
||||||
|
|
||||||
// Swap buffers
|
// Swap buffers
|
||||||
m_render_window->PollEvents();
|
render_window->PollEvents();
|
||||||
m_render_window->SwapBuffers();
|
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
|
* Helper function to flip framebuffer from left-to-right to top-to-bottom
|
||||||
* @param in Pointer to input raw framebuffer in V/RAM
|
* @param raw_data Pointer to input raw framebuffer in V/RAM
|
||||||
* @param out Pointer to output buffer with flipped framebuffer
|
* @param screen_info ScreenInfo structure with screen size and output buffer pointer
|
||||||
* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
|
* @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) {
|
void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) {
|
||||||
int in_coord = 0;
|
int in_coord = 0;
|
||||||
for (int x = 0; x < VideoCore::kScreenTopWidth; x++) {
|
for (int x = 0; x < screen_info.width; x++) {
|
||||||
for (int y = VideoCore::kScreenTopHeight-1; y >= 0; y--) {
|
for (int y = screen_info.height-1; y >= 0; y--) {
|
||||||
// TODO: Properly support other framebuffer formats
|
// TODO: Properly support other framebuffer formats
|
||||||
int out_coord = (x + y * VideoCore::kScreenTopWidth) * 3;
|
int out_coord = (x + y * screen_info.width) * 3;
|
||||||
out[out_coord] = in[in_coord]; // blue?
|
screen_info.flipped_xfb_data[out_coord] = raw_data[in_coord + 2]; // Red
|
||||||
out[out_coord + 1] = in[in_coord + 1]; // green?
|
screen_info.flipped_xfb_data[out_coord + 1] = raw_data[in_coord + 1]; // Green
|
||||||
out[out_coord + 2] = in[in_coord + 2]; // red?
|
screen_info.flipped_xfb_data[out_coord + 2] = raw_data[in_coord]; // Blue
|
||||||
in_coord += 3;
|
in_coord += 3;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -77,7 +109,6 @@ void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) {
|
||||||
* @param dst_rect Destination rectangle in output framebuffer to copy to
|
* @param dst_rect Destination rectangle in output framebuffer to copy to
|
||||||
*/
|
*/
|
||||||
void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect) {
|
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_top = GPU::g_regs.framebuffer_config[0];
|
||||||
const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
|
const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
|
||||||
const u32 active_fb_top = (framebuffer_top.active_fb == 1)
|
const u32 active_fb_top = (framebuffer_top.active_fb == 1)
|
||||||
|
@ -92,152 +123,102 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
|
||||||
active_fb_top, (int)framebuffer_top.width,
|
active_fb_top, (int)framebuffer_top.width,
|
||||||
(int)framebuffer_top.height, (int)framebuffer_top.format);
|
(int)framebuffer_top.height, (int)framebuffer_top.format);
|
||||||
|
|
||||||
|
FlipFramebuffer(Memory::GetPointer(active_fb_top), screen_info.Top());
|
||||||
|
FlipFramebuffer(Memory::GetPointer(active_fb_sub), screen_info.Bottom());
|
||||||
|
|
||||||
|
for (int i = 0; i < 2; i++) {
|
||||||
|
ScreenInfo* current_screen = &screen_info[i];
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
|
||||||
|
|
||||||
// TODO: This should consider the GPU registers for framebuffer width, height and stride.
|
// TODO: This should consider the GPU registers for framebuffer width, height and stride.
|
||||||
FlipFramebuffer(Memory::GetPointer(active_fb_top), m_xfb_top_flipped);
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, current_screen->width, current_screen->height,
|
||||||
FlipFramebuffer(Memory::GetPointer(active_fb_sub), m_xfb_bottom_flipped);
|
GL_RGB, GL_UNSIGNED_BYTE, current_screen->flipped_xfb_data);
|
||||||
|
}
|
||||||
|
|
||||||
// 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);
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
|
||||||
// Render target is destination framebuffer
|
// TODO(princesspeachum):
|
||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
|
// Only the subset src_rect of the GPU buffer
|
||||||
glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight);
|
// should be copied into the texture of the relevant screen.
|
||||||
|
//
|
||||||
// Render source is our EFB
|
// The method's parameters also only include src_rect and dest_rec for one screen,
|
||||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_top);
|
// so this may need to be changed (pair for each screen).
|
||||||
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
|
/// Initialize the FBO
|
||||||
void RendererOpenGL::InitFramebuffer() {
|
void RendererOpenGL::InitFramebuffer() {
|
||||||
// TODO(bunnei): This should probably be implemented with the top screen and bottom screen as
|
program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
|
||||||
// separate framebuffers
|
sampler_id = glGetUniformLocation(program_id, "sampler");
|
||||||
|
|
||||||
// Init the FBOs
|
// Generate vertex buffers for both screens
|
||||||
// -------------
|
glGenBuffers(1, &screen_info.Top().vertex_buffer_id);
|
||||||
|
glGenBuffers(1, &screen_info.Bottom().vertex_buffer_id);
|
||||||
|
|
||||||
glGenFramebuffers(kMaxFramebuffers, m_fbo); // Generate primary framebuffer
|
// Attach vertex data for top screen
|
||||||
glGenRenderbuffers(kMaxFramebuffers, m_fbo_rbo); // Generate primary RBOs
|
glBindBuffer(GL_ARRAY_BUFFER, screen_info.Top().vertex_buffer_id);
|
||||||
glGenRenderbuffers(kMaxFramebuffers, m_fbo_depth_buffers); // Generate primary depth buffer
|
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_top), g_vbuffer_top, GL_STATIC_DRAW);
|
||||||
|
|
||||||
for (int i = 0; i < kMaxFramebuffers; i++) {
|
// Attach vertex data for bottom screen
|
||||||
// Generate color buffer storage
|
glBindBuffer(GL_ARRAY_BUFFER, screen_info.Bottom().vertex_buffer_id);
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_rbo[i]);
|
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_bottom), g_vbuffer_bottom, GL_STATIC_DRAW);
|
||||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth,
|
|
||||||
VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
|
|
||||||
|
|
||||||
// Generate depth buffer storage
|
// Create color buffers for both screens
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
|
glGenTextures(1, &screen_info.Top().texture_id);
|
||||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth,
|
glGenTextures(1, &screen_info.Bottom().texture_id);
|
||||||
VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
|
|
||||||
|
|
||||||
// Attach the buffers
|
for (int i = 0; i < 2; i++) {
|
||||||
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
|
ScreenInfo* current_screen = &screen_info[i];
|
||||||
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
|
// Allocate texture
|
||||||
// -------------------------------
|
glBindTexture(GL_TEXTURE_2D, current_screen->vertex_buffer_id);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, current_screen->width, current_screen->height,
|
||||||
// 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);
|
0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
|
||||||
|
|
||||||
glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
}
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
|
||||||
|
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() {
|
void RendererOpenGL::RenderFramebuffer() {
|
||||||
// Render target is default framebuffer
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
||||||
glViewport(0, 0, m_resolution_width, m_resolution_height);
|
|
||||||
|
|
||||||
// Render source is our XFB
|
glUseProgram(program_id);
|
||||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
|
|
||||||
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
|
||||||
|
|
||||||
// Blit
|
// Bind texture in Texture Unit 0
|
||||||
glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width,
|
glActiveTexture(GL_TEXTURE0);
|
||||||
m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
||||||
|
|
||||||
// Update the FPS count
|
glEnableVertexAttribArray(0);
|
||||||
UpdateFramerate();
|
glEnableVertexAttribArray(1);
|
||||||
|
|
||||||
// Rebind EFB
|
for (int i = 0; i < 2; i++) {
|
||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]);
|
|
||||||
|
ScreenInfo* current_screen = &screen_info[i];
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
|
||||||
|
|
||||||
|
// Set sampler on Texture Unit 0
|
||||||
|
glUniform1i(sampler_id, 0);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, current_screen->vertex_buffer_id);
|
||||||
|
|
||||||
|
// Vertex buffer layout
|
||||||
|
const GLsizei stride = 5 * sizeof(GLfloat);
|
||||||
|
const GLvoid* uv_offset = (const GLvoid*)(3 * sizeof(GLfloat));
|
||||||
|
|
||||||
|
// Configure vertex buffer
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, NULL);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, uv_offset);
|
||||||
|
|
||||||
|
// Draw screen
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
}
|
||||||
|
|
||||||
|
glDisableVertexAttribArray(0);
|
||||||
|
glDisableVertexAttribArray(1);
|
||||||
|
|
||||||
m_current_frame++;
|
m_current_frame++;
|
||||||
}
|
}
|
||||||
|
@ -251,32 +232,12 @@ void RendererOpenGL::UpdateFramerate() {
|
||||||
* @param window EmuWindow handle to emulator window to use for rendering
|
* @param window EmuWindow handle to emulator window to use for rendering
|
||||||
*/
|
*/
|
||||||
void RendererOpenGL::SetWindow(EmuWindow* window) {
|
void RendererOpenGL::SetWindow(EmuWindow* window) {
|
||||||
m_render_window = window;
|
render_window = window;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Initialize the renderer
|
/// Initialize the renderer
|
||||||
void RendererOpenGL::Init() {
|
void RendererOpenGL::Init() {
|
||||||
m_render_window->MakeCurrent();
|
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();
|
GLenum err = glewInit();
|
||||||
if (GLEW_OK != err) {
|
if (GLEW_OK != err) {
|
||||||
|
@ -285,6 +246,15 @@ void RendererOpenGL::Init() {
|
||||||
exit(-1);
|
exit(-1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Generate VAO
|
||||||
|
glGenVertexArrays(1, &vertex_array_id);
|
||||||
|
glBindVertexArray(vertex_array_id);
|
||||||
|
|
||||||
|
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
|
||||||
|
|
||||||
// Initialize everything else
|
// Initialize everything else
|
||||||
// --------------------------
|
// --------------------------
|
||||||
|
|
||||||
|
|
|
@ -11,12 +11,11 @@
|
||||||
|
|
||||||
#include "video_core/renderer_base.h"
|
#include "video_core/renderer_base.h"
|
||||||
|
|
||||||
|
#include <array>
|
||||||
|
|
||||||
class RendererOpenGL : virtual public RendererBase {
|
class RendererOpenGL : virtual public RendererBase {
|
||||||
public:
|
public:
|
||||||
|
|
||||||
static const int kMaxFramebuffers = 2; ///< Maximum number of framebuffers
|
|
||||||
|
|
||||||
RendererOpenGL();
|
RendererOpenGL();
|
||||||
~RendererOpenGL();
|
~RendererOpenGL();
|
||||||
|
|
||||||
|
@ -53,37 +52,47 @@ private:
|
||||||
/// Updates the framerate
|
/// Updates the framerate
|
||||||
void UpdateFramerate();
|
void UpdateFramerate();
|
||||||
|
|
||||||
|
/// Structure used for storing information for rendering each 3DS screen
|
||||||
|
struct ScreenInfo {
|
||||||
|
// Properties
|
||||||
|
int width;
|
||||||
|
int height;
|
||||||
|
|
||||||
|
// OpenGL object IDs
|
||||||
|
GLuint texture_id;
|
||||||
|
GLuint vertex_buffer_id;
|
||||||
|
|
||||||
|
// Temporary
|
||||||
|
u8* flipped_xfb_data;
|
||||||
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Helper function to flip framebuffer from left-to-right to top-to-bottom
|
* Helper function to flip framebuffer from left-to-right to top-to-bottom
|
||||||
* @param in Pointer to input raw framebuffer in V/RAM
|
* @param raw_data Pointer to input raw framebuffer in V/RAM
|
||||||
* @param out Pointer to output buffer with flipped framebuffer
|
* @param screen_info ScreenInfo structure with screen size and output buffer pointer
|
||||||
* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
|
* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
|
||||||
*/
|
*/
|
||||||
void FlipFramebuffer(const u8* in, u8* out);
|
void FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info);
|
||||||
|
|
||||||
|
EmuWindow* render_window; ///< Handle to render window
|
||||||
|
u32 last_mode; ///< Last render mode
|
||||||
|
|
||||||
EmuWindow* m_render_window; ///< Handle to render window
|
int resolution_width; ///< Current resolution width
|
||||||
u32 m_last_mode; ///< Last render mode
|
int resolution_height; ///< Current resolution height
|
||||||
|
|
||||||
int m_resolution_width; ///< Current resolution width
|
// OpenGL global object IDs
|
||||||
int m_resolution_height; ///< Current resolution height
|
GLuint vertex_array_id;
|
||||||
|
GLuint program_id;
|
||||||
|
GLuint sampler_id;
|
||||||
|
|
||||||
// Framebuffers
|
struct : std::array<ScreenInfo, 2> {
|
||||||
// ------------
|
ScreenInfo& Top() { return (*this)[0]; }
|
||||||
|
ScreenInfo& Bottom() { return (*this)[1]; }
|
||||||
GLuint m_fbo[kMaxFramebuffers]; ///< Framebuffer objects
|
} screen_info;
|
||||||
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
|
// "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:
|
// as OpenGL expects them in a texture. There probably is a more efficient way of doing this:
|
||||||
|
u8 xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopHeight * 4];
|
||||||
|
u8 xfb_bottom_flipped[VideoCore::kScreenBottomWidth * VideoCore::kScreenBottomHeight * 4];
|
||||||
|
|
||||||
u8 m_xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopHeight * 4];
|
|
||||||
u8 m_xfb_bottom_flipped[VideoCore::kScreenBottomWidth * VideoCore::kScreenBottomHeight * 4];
|
|
||||||
};
|
};
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
<ItemGroup Label="ProjectConfigurations">
|
<ItemGroup Label="ProjectConfigurations">
|
||||||
<ProjectConfiguration Include="Debug|Win32">
|
<ProjectConfiguration Include="Debug|Win32">
|
||||||
|
@ -21,6 +21,7 @@
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="debug_utils\debug_utils.cpp" />
|
<ClCompile Include="debug_utils\debug_utils.cpp" />
|
||||||
<ClCompile Include="renderer_opengl\renderer_opengl.cpp" />
|
<ClCompile Include="renderer_opengl\renderer_opengl.cpp" />
|
||||||
|
<ClCompile Include="renderer_opengl\gl_shader_util.cpp" />
|
||||||
<ClCompile Include="clipper.cpp" />
|
<ClCompile Include="clipper.cpp" />
|
||||||
<ClCompile Include="command_processor.cpp" />
|
<ClCompile Include="command_processor.cpp" />
|
||||||
<ClCompile Include="primitive_assembly.cpp" />
|
<ClCompile Include="primitive_assembly.cpp" />
|
||||||
|
@ -43,6 +44,8 @@
|
||||||
<ClInclude Include="video_core.h" />
|
<ClInclude Include="video_core.h" />
|
||||||
<ClInclude Include="debug_utils\debug_utils.h" />
|
<ClInclude Include="debug_utils\debug_utils.h" />
|
||||||
<ClInclude Include="renderer_opengl\renderer_opengl.h" />
|
<ClInclude Include="renderer_opengl\renderer_opengl.h" />
|
||||||
|
<ClInclude Include="renderer_opengl\gl_shader_util.h" />
|
||||||
|
<ClInclude Include="renderer_opengl\gl_shaders.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Text Include="CMakeLists.txt" />
|
<Text Include="CMakeLists.txt" />
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Filter Include="renderer_opengl">
|
<Filter Include="renderer_opengl">
|
||||||
|
@ -12,6 +12,9 @@
|
||||||
<ClCompile Include="renderer_opengl\renderer_opengl.cpp">
|
<ClCompile Include="renderer_opengl\renderer_opengl.cpp">
|
||||||
<Filter>renderer_opengl</Filter>
|
<Filter>renderer_opengl</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
<ClCompile Include="renderer_opengl\gl_shader_util.cpp">
|
||||||
|
<Filter>renderer_opengl</Filter>
|
||||||
|
</ClCompile>
|
||||||
<ClCompile Include="clipper.cpp" />
|
<ClCompile Include="clipper.cpp" />
|
||||||
<ClCompile Include="command_processor.cpp" />
|
<ClCompile Include="command_processor.cpp" />
|
||||||
<ClCompile Include="primitive_assembly.cpp" />
|
<ClCompile Include="primitive_assembly.cpp" />
|
||||||
|
@ -35,7 +38,15 @@
|
||||||
<ClInclude Include="utils.h" />
|
<ClInclude Include="utils.h" />
|
||||||
<ClInclude Include="vertex_shader.h" />
|
<ClInclude Include="vertex_shader.h" />
|
||||||
<ClInclude Include="video_core.h" />
|
<ClInclude Include="video_core.h" />
|
||||||
<ClInclude Include="renderer_opengl\renderer_opengl.h" />
|
<ClInclude Include="renderer_opengl\renderer_opengl.h">
|
||||||
|
<Filter>renderer_opengl</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="renderer_opengl\gl_shader_util.h">
|
||||||
|
<Filter>renderer_opengl</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="renderer_opengl\gl_shaders.h">
|
||||||
|
<Filter>renderer_opengl</Filter>
|
||||||
|
</ClInclude>
|
||||||
<ClInclude Include="debug_utils\debug_utils.h">
|
<ClInclude Include="debug_utils\debug_utils.h">
|
||||||
<Filter>debug_utils</Filter>
|
<Filter>debug_utils</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
|
|
Loading…
Reference in a new issue