mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-11-26 00:05:40 +01:00
Rework OpenGL renderer.
The OpenGL renderer has been revised, with the following changes: - Initialization and rendering have been refactored to reduce the number of redundant objects used. - Framebuffer rotation is now done directly, using texture mapping. - Vertex coordinates are now given in pixels, and the projection matrix isn't hardcoded anymore.
This commit is contained in:
parent
fec7f6b035
commit
11642fd3a2
@ -6,34 +6,40 @@
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namespace GLShaders {
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static const char g_vertex_shader[] = R"(
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const char g_vertex_shader[] = R"(
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#version 150 core
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in vec3 position;
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in vec2 texCoord;
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out vec2 UV;
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in vec2 vert_position;
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in vec2 vert_tex_coord;
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out vec2 frag_tex_coord;
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mat3 window_scale = mat3(
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, 5.0/6.0, 0.0), // TODO(princesspeachum): replace hard-coded aspect with uniform
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vec3(0.0, 0.0, 1.0)
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);
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// This is a truncated 3x3 matrix for 2D transformations:
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// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
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// The third column performs translation.
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// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
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// implicitly be [0, 0, 1]
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uniform mat3x2 modelview_matrix;
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void main() {
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gl_Position.xyz = window_scale * position;
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gl_Position.w = 1.0;
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// Multiply input position by the rotscale part of the matrix and then manually translate by
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// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
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// to `vec3(vert_position.xy, 1.0)`
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gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
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frag_tex_coord = vert_tex_coord;
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}
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)";
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UV = texCoord;
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})";
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static const char g_fragment_shader[] = R"(
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const char g_fragment_shader[] = R"(
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#version 150 core
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in vec2 UV;
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out vec3 color;
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uniform sampler2D sampler;
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in vec2 frag_tex_coord;
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out vec4 color;
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uniform sampler2D color_texture;
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void main() {
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color = texture(sampler, UV).rgb;
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})";
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color = texture(color_texture, frag_tex_coord);
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}
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)";
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}
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@ -3,64 +3,51 @@
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// Refer to the license.txt file included.
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#include "core/hw/gpu.h"
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#include "core/mem_map.h"
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#include "common/emu_window.h"
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#include "video_core/video_core.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_shaders.h"
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#include "core/mem_map.h"
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#include <algorithm>
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static const GLfloat kViewportAspectRatio =
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(static_cast<float>(VideoCore::kScreenTopHeight) + VideoCore::kScreenBottomHeight) / VideoCore::kScreenTopWidth;
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/**
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* Vertex structure that the drawn screen rectangles are composed of.
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*/
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struct ScreenRectVertex {
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ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
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position[0] = x;
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position[1] = y;
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tex_coord[0] = u;
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tex_coord[1] = v;
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}
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// Fullscreen quad dimensions
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static const GLfloat kTopScreenWidthNormalized = 2;
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static const GLfloat kTopScreenHeightNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth);
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static const GLfloat kBottomScreenWidthNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth);
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static const GLfloat kBottomScreenHeightNormalized = kBottomScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth);
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static const GLfloat g_vbuffer_top[] = {
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// x, y z u v
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-1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
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1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
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-1.0f, kTopScreenHeightNormalized, 0.0f, 0.0f, 0.0f,
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-1.0f, 0.0f, 0.0f, 0.0f, 1.0f
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GLfloat position[2];
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GLfloat tex_coord[2];
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};
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static const GLfloat g_vbuffer_bottom[] = {
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// x y z u v
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-(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f,
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(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 1.0f, 1.0f,
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(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
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(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
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-(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 0.0f, 0.0f,
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-(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f
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};
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/**
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* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
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* corner and (width, height) on the lower-bottom.
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*
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* The projection part of the matrix is trivial, hence these operations are represented
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* by a 3x2 matrix.
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*/
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static std::array<GLfloat, 3*2> MakeOrthographicMatrix(const float width, const float height) {
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std::array<GLfloat, 3*2> matrix;
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matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
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matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
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// Last matrix row is implicitly assumed to be [0, 0, 1].
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return matrix;
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}
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/// RendererOpenGL constructor
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RendererOpenGL::RendererOpenGL() {
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resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
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resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
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// Initialize screen info
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const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
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const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
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screen_info.Top().width = VideoCore::kScreenTopWidth;
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screen_info.Top().height = VideoCore::kScreenTopHeight;
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screen_info.Top().stride = framebuffer_top.stride;
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screen_info.Top().flipped_xfb_data = xfb_top_flipped;
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screen_info.Bottom().width = VideoCore::kScreenBottomWidth;
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screen_info.Bottom().height = VideoCore::kScreenBottomHeight;
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screen_info.Bottom().stride = framebuffer_sub.stride;
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screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped;
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}
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/// RendererOpenGL destructor
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@ -71,16 +58,23 @@ RendererOpenGL::~RendererOpenGL() {
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void RendererOpenGL::SwapBuffers() {
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render_window->MakeCurrent();
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// EFB->XFB copy
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// TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
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// register write.
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//
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// TODO(princesspeachum): (related to above^) this should only be called when there's new data, not every frame.
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// Currently this uploads data that shouldn't have changed.
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Common::Rect framebuffer_size(0, 0, resolution_width, resolution_height);
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RenderXFB(framebuffer_size, framebuffer_size);
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for(int i : {0, 1}) {
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const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
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if (textures[i].width != framebuffer.width || textures[i].height != framebuffer.height) {
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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glBindTexture(GL_TEXTURE_2D, textures[i].handle);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0,
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GL_BGR, GL_UNSIGNED_BYTE, nullptr);
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textures[i].width = framebuffer.width;
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textures[i].height = framebuffer.height;
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}
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LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]);
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}
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// XFB->Window copy
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DrawScreens();
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// Swap buffers
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@ -89,115 +83,110 @@ void RendererOpenGL::SwapBuffers() {
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}
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/**
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* Helper function to flip framebuffer from left-to-right to top-to-bottom
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* @param raw_data Pointer to input raw framebuffer in V/RAM
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* @param screen_info ScreenInfo structure with screen size and output buffer pointer
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* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
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* Loads framebuffer from emulated memory into the active OpenGL texture.
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*/
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void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) {
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for (int x = 0; x < screen_info.width; x++) {
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int in_coord = x * screen_info.stride;
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for (int y = screen_info.height-1; y >= 0; y--) {
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// TODO: Properly support other framebuffer formats
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int out_coord = (x + y * screen_info.width) * 3;
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screen_info.flipped_xfb_data[out_coord] = raw_data[in_coord + 2]; // Red
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screen_info.flipped_xfb_data[out_coord + 1] = raw_data[in_coord + 1]; // Green
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screen_info.flipped_xfb_data[out_coord + 2] = raw_data[in_coord]; // Blue
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in_coord += 3;
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}
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}
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}
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void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
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const TextureInfo& texture) {
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const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress(
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framebuffer.active_fb == 1 ? framebuffer.address_left2 : framebuffer.address_left1);
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/**
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* Renders external framebuffer (XFB)
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* @param src_rect Source rectangle in XFB to copy
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* @param dst_rect Destination rectangle in output framebuffer to copy to
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*/
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void RendererOpenGL::RenderXFB(const Common::Rect& src_rect, const Common::Rect& dst_rect) {
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const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
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const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
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const u32 active_fb_top = (framebuffer_top.active_fb == 1)
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? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2)
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: Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1);
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const u32 active_fb_sub = (framebuffer_sub.active_fb == 1)
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? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2)
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: Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1);
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DEBUG_LOG(GPU, "0x%08x bytes from 0x%08x(%dx%d), fmt %x",
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framebuffer.stride * framebuffer.height,
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framebuffer_vaddr, (int)framebuffer.width,
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(int)framebuffer.height, (int)framebuffer.format);
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DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x",
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framebuffer_top.stride * framebuffer_top.height,
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active_fb_top, (int)framebuffer_top.width,
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(int)framebuffer_top.height, (int)framebuffer_top.format);
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const u8* framebuffer_data = Memory::GetPointer(framebuffer_vaddr);
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FlipFramebuffer(Memory::GetPointer(active_fb_top), screen_info.Top());
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FlipFramebuffer(Memory::GetPointer(active_fb_sub), screen_info.Bottom());
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// TODO: Handle other pixel formats
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_dbg_assert_msg_(RENDER, framebuffer.color_format == GPU::Regs::PixelFormat::RGB8,
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"Unsupported 3DS pixel format.");
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for (int i = 0; i < 2; i++) {
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ScreenInfo* current_screen = &screen_info[i];
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size_t pixel_stride = framebuffer.stride / 3;
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// OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
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_dbg_assert_(RENDER, pixel_stride * 3 == framebuffer.stride);
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// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
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// only allows rows to have a memory alignement of 4.
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_dbg_assert_(RENDER, pixel_stride % 4 == 0);
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glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
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glBindTexture(GL_TEXTURE_2D, texture.handle);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride);
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// TODO: This should consider the GPU registers for framebuffer width, height and stride.
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, current_screen->width, current_screen->height,
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GL_RGB, GL_UNSIGNED_BYTE, current_screen->flipped_xfb_data);
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}
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// Update existing texture
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// TODO: Test what happens on hardware when you change the framebuffer dimensions so that they
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// differ from the LCD resolution.
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// TODO: Applications could theoretically crash Citra here by specifying too large
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// framebuffer sizes. We should make sure that this cannot happen.
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
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GL_BGR, GL_UNSIGNED_BYTE, framebuffer_data);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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// TODO(princesspeachum):
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// Only the subset src_rect of the GPU buffer
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// should be copied into the texture of the relevant screen.
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//
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// The method's parameters also only include src_rect and dest_rec for one screen,
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// so this may need to be changed (pair for each screen).
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}
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/**
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* Initializes the OpenGL state and creates persistent objects.
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*/
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void RendererOpenGL::InitOpenGLObjects() {
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glGenVertexArrays(1, &vertex_array_id);
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glBindVertexArray(vertex_array_id);
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glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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glDisable(GL_DEPTH_TEST);
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// Link shaders and get variable locations
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program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
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sampler_id = glGetUniformLocation(program_id, "sampler");
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attrib_position = glGetAttribLocation(program_id, "position");
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attrib_texcoord = glGetAttribLocation(program_id, "texCoord");
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uniform_modelview_matrix = glGetUniformLocation(program_id, "modelview_matrix");
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uniform_color_texture = glGetUniformLocation(program_id, "color_texture");
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attrib_position = glGetAttribLocation(program_id, "vert_position");
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attrib_tex_coord = glGetAttribLocation(program_id, "vert_tex_coord");
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// Generate vertex buffers for both screens
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glGenBuffers(1, &screen_info.Top().vertex_buffer_id);
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glGenBuffers(1, &screen_info.Bottom().vertex_buffer_id);
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// Generate VBO handle for drawing
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glGenBuffers(1, &vertex_buffer_handle);
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// Attach vertex data for top screen
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glBindBuffer(GL_ARRAY_BUFFER, screen_info.Top().vertex_buffer_id);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_top), g_vbuffer_top, GL_STATIC_DRAW);
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// Generate VAO
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glGenVertexArrays(1, &vertex_array_handle);
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glBindVertexArray(vertex_array_handle);
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// Attach vertex data for bottom screen
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glBindBuffer(GL_ARRAY_BUFFER, screen_info.Bottom().vertex_buffer_id);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_bottom), g_vbuffer_bottom, GL_STATIC_DRAW);
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// Attach vertex data to VAO
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle);
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glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
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glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, position));
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glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, tex_coord));
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glEnableVertexAttribArray(attrib_position);
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glEnableVertexAttribArray(attrib_tex_coord);
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// Create color buffers for both screens
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glGenTextures(1, &screen_info.Top().texture_id);
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glGenTextures(1, &screen_info.Bottom().texture_id);
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// Allocate textures for each screen
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for (auto& texture : textures) {
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glGenTextures(1, &texture.handle);
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for (int i = 0; i < 2; i++) {
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ScreenInfo* current_screen = &screen_info[i];
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// Allocate texture
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glBindTexture(GL_TEXTURE_2D, current_screen->vertex_buffer_id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, current_screen->width, current_screen->height,
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0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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// Allocation of storage is deferred until the first frame, when we
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// know the framebuffer size.
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glBindTexture(GL_TEXTURE_2D, texture.handle);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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/**
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* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD rotation.
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*/
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void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h) {
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std::array<ScreenRectVertex, 4> vertices = {
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ScreenRectVertex(x, y, 1.f, 0.f),
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ScreenRectVertex(x+w, y, 1.f, 1.f),
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ScreenRectVertex(x, y+h, 0.f, 0.f),
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ScreenRectVertex(x+w, y+h, 0.f, 1.f),
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};
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glBindTexture(GL_TEXTURE_2D, texture.handle);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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/**
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* Draws the emulated screens to the emulator window.
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*/
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@ -207,37 +196,22 @@ void RendererOpenGL::DrawScreens() {
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glUseProgram(program_id);
|
||||
|
||||
// Set projection matrix
|
||||
std::array<GLfloat, 3*2> ortho_matrix = MakeOrthographicMatrix((float)resolution_width, (float)resolution_height);
|
||||
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
|
||||
|
||||
// Bind texture in Texture Unit 0
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glUniform1i(uniform_color_texture, 0);
|
||||
|
||||
glEnableVertexAttribArray(attrib_position);
|
||||
glEnableVertexAttribArray(attrib_texcoord);
|
||||
const float max_width = std::max((float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenBottomWidth);
|
||||
const float top_x = 0.5f * (max_width - VideoCore::kScreenTopWidth);
|
||||
const float bottom_x = 0.5f * (max_width - VideoCore::kScreenBottomWidth);
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
|
||||
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(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, NULL);
|
||||
glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, uv_offset);
|
||||
|
||||
// Draw screen
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
glDisableVertexAttribArray(attrib_position);
|
||||
glDisableVertexAttribArray(attrib_texcoord);
|
||||
DrawSingleScreenRotated(textures[0], top_x, 0,
|
||||
(float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenTopHeight);
|
||||
DrawSingleScreenRotated(textures[1], bottom_x, (float)VideoCore::kScreenTopHeight,
|
||||
(float)VideoCore::kScreenBottomWidth, (float)VideoCore::kScreenBottomHeight);
|
||||
|
||||
m_current_frame++;
|
||||
}
|
||||
|
@ -7,12 +7,13 @@
|
||||
#include "generated/gl_3_2_core.h"
|
||||
|
||||
#include "common/common.h"
|
||||
#include "common/emu_window.h"
|
||||
|
||||
#include "core/hw/gpu.h"
|
||||
#include "video_core/renderer_base.h"
|
||||
|
||||
#include <array>
|
||||
|
||||
class EmuWindow;
|
||||
|
||||
class RendererOpenGL : public RendererBase {
|
||||
public:
|
||||
|
||||
@ -22,13 +23,6 @@ public:
|
||||
/// 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
|
||||
@ -42,32 +36,21 @@ public:
|
||||
void ShutDown();
|
||||
|
||||
private:
|
||||
void InitOpenGLObjects();
|
||||
void DrawScreens();
|
||||
void UpdateFramerate();
|
||||
|
||||
/// Structure used for storing information for rendering each 3DS screen
|
||||
struct ScreenInfo {
|
||||
// Properties
|
||||
int width;
|
||||
int height;
|
||||
int stride; ///< Number of bytes between the coordinates (0,0) and (1,0)
|
||||
|
||||
// OpenGL object IDs
|
||||
GLuint texture_id;
|
||||
GLuint vertex_buffer_id;
|
||||
|
||||
// Temporary
|
||||
u8* flipped_xfb_data;
|
||||
/// Structure used for storing information about the textures for each 3DS screen
|
||||
struct TextureInfo {
|
||||
GLuint handle;
|
||||
GLsizei width;
|
||||
GLsizei height;
|
||||
};
|
||||
|
||||
/**
|
||||
* Helper function to flip framebuffer from left-to-right to top-to-bottom
|
||||
* @param raw_data Pointer to input raw framebuffer in V/RAM
|
||||
* @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
|
||||
*/
|
||||
void FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info);
|
||||
void InitOpenGLObjects();
|
||||
void DrawScreens();
|
||||
void DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h);
|
||||
void UpdateFramerate();
|
||||
|
||||
// Loads framebuffer from emulated memory into the active OpenGL texture.
|
||||
static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
|
||||
const TextureInfo& texture);
|
||||
|
||||
EmuWindow* render_window; ///< Handle to render window
|
||||
u32 last_mode; ///< Last render mode
|
||||
@ -75,22 +58,15 @@ private:
|
||||
int resolution_width; ///< Current resolution width
|
||||
int resolution_height; ///< Current resolution height
|
||||
|
||||
// OpenGL global object IDs
|
||||
GLuint vertex_array_id;
|
||||
// OpenGL object IDs
|
||||
GLuint vertex_array_handle;
|
||||
GLuint vertex_buffer_handle;
|
||||
GLuint program_id;
|
||||
GLuint sampler_id;
|
||||
std::array<TextureInfo, 2> textures;
|
||||
// Shader uniform location indices
|
||||
GLuint uniform_modelview_matrix;
|
||||
GLuint uniform_color_texture;
|
||||
// Shader attribute input indices
|
||||
GLuint attrib_position;
|
||||
GLuint attrib_texcoord;
|
||||
|
||||
struct : std::array<ScreenInfo, 2> {
|
||||
ScreenInfo& Top() { return (*this)[0]; }
|
||||
ScreenInfo& Bottom() { return (*this)[1]; }
|
||||
} screen_info;
|
||||
|
||||
// "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 xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopHeight * 4];
|
||||
u8 xfb_bottom_flipped[VideoCore::kScreenBottomWidth * VideoCore::kScreenBottomHeight * 4];
|
||||
|
||||
GLuint attrib_tex_coord;
|
||||
};
|
||||
|
@ -17,6 +17,10 @@ namespace VideoCore {
|
||||
// 3DS Video Constants
|
||||
// -------------------
|
||||
|
||||
// NOTE: The LCDs actually rotate the image 90 degrees when displaying. Because of that the
|
||||
// framebuffers in video memory are stored in column-major order and rendered sideways, causing
|
||||
// the widths and heights of the framebuffers read by the LCD to be switched compared to the
|
||||
// heights and widths of the screens listed here.
|
||||
static const int kScreenTopWidth = 400; ///< 3DS top screen width
|
||||
static const int kScreenTopHeight = 240; ///< 3DS top screen height
|
||||
static const int kScreenBottomWidth = 320; ///< 3DS bottom screen width
|
||||
|
Loading…
Reference in New Issue
Block a user