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renderer_opengl: Move commentaries to header file
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@ -62,9 +62,7 @@ void main() {
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}
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}
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)";
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)";
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/**
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/// Vertex structure that the drawn screen rectangles are composed of.
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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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struct ScreenRectVertex {
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ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
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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[0] = x;
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@ -138,9 +136,6 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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prev_state.Apply();
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prev_state.Apply();
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}
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}
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/**
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* Loads framebuffer from emulated memory into the active OpenGL texture.
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*/
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void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
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void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
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// Framebuffer orientation handling
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// Framebuffer orientation handling
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framebuffer_transform_flags = framebuffer.transform_flags;
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framebuffer_transform_flags = framebuffer.transform_flags;
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@ -181,19 +176,12 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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}
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}
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/**
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* Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can
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* be 1x1 but will stretch across whatever it's rendered on.
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*/
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void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
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void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
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const TextureInfo& texture) {
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const TextureInfo& texture) {
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const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r};
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const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r};
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glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data);
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glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data);
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}
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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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void RendererOpenGL::InitOpenGLObjects() {
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glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
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glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
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0.0f);
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0.0f);
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@ -351,9 +339,6 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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state.Apply();
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state.Apply();
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}
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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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void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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if (renderer_settings.set_background_color) {
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if (renderer_settings.set_background_color) {
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// Update background color before drawing
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// Update background color before drawing
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@ -381,7 +366,6 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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m_current_frame++;
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m_current_frame++;
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}
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}
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/// Updates the framerate
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void RendererOpenGL::UpdateFramerate() {}
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void RendererOpenGL::UpdateFramerate() {}
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void RendererOpenGL::CaptureScreenshot() {
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void RendererOpenGL::CaptureScreenshot() {
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@ -495,7 +479,6 @@ bool RendererOpenGL::Init() {
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return true;
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return true;
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}
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}
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/// Shutdown the renderer
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void RendererOpenGL::ShutDown() {}
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void RendererOpenGL::ShutDown() {}
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} // namespace OpenGL
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} // namespace OpenGL
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@ -59,21 +59,31 @@ public:
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void ShutDown() override;
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void ShutDown() override;
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private:
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private:
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/// Initializes the OpenGL state and creates persistent objects.
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void InitOpenGLObjects();
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void InitOpenGLObjects();
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void AddTelemetryFields();
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void AddTelemetryFields();
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void CreateRasterizer();
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void CreateRasterizer();
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void ConfigureFramebufferTexture(TextureInfo& texture,
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void ConfigureFramebufferTexture(TextureInfo& texture,
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const Tegra::FramebufferConfig& framebuffer);
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const Tegra::FramebufferConfig& framebuffer);
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/// Draws the emulated screens to the emulator window.
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void DrawScreen(const Layout::FramebufferLayout& layout);
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void DrawScreen(const Layout::FramebufferLayout& layout);
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void DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h);
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void DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h);
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/// Updates the framerate.
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void UpdateFramerate();
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void UpdateFramerate();
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void CaptureScreenshot();
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void CaptureScreenshot();
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// Loads framebuffer from emulated memory into the display information structure
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/// Loads framebuffer from emulated memory into the active OpenGL texture.
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void LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
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void LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
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// Fills active OpenGL texture with the given RGBA color.
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/// Fills active OpenGL texture with the given RGB color.Since the color is solid, the texture
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/// can be 1x1 but will stretch across whatever it's rendered on.
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void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
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void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
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const TextureInfo& texture);
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const TextureInfo& texture);
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