mirror of
				https://github.com/PabloMK7/citra.git
				synced 2025-10-31 05:40:04 +00:00 
			
		
		
		
	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
 | ||||||
|  | @ -32,41 +64,41 @@ 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; | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
| } | } | ||||||
|  | @ -77,167 +109,116 @@ 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) | ||||||
|                                 ? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2) |                             ? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2) | ||||||
|                                 : Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1); |                             : Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1); | ||||||
|     const u32 active_fb_sub = (framebuffer_sub.active_fb == 1) |     const u32 active_fb_sub = (framebuffer_sub.active_fb == 1) | ||||||
|                                 ? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2) |                             ? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2) | ||||||
|                                 : Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1); |                             : Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1); | ||||||
| 
 | 
 | ||||||
|     DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x", |     DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x", | ||||||
|               framebuffer_top.stride * framebuffer_top.height, |               framebuffer_top.stride * framebuffer_top.height, | ||||||
|               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); | ||||||
| 
 | 
 | ||||||
|     // TODO: This should consider the GPU registers for framebuffer width, height and stride.
 |     FlipFramebuffer(Memory::GetPointer(active_fb_top), screen_info.Top()); | ||||||
|     FlipFramebuffer(Memory::GetPointer(active_fb_top), m_xfb_top_flipped); |     FlipFramebuffer(Memory::GetPointer(active_fb_sub), screen_info.Bottom()); | ||||||
|     FlipFramebuffer(Memory::GetPointer(active_fb_sub), m_xfb_bottom_flipped); |  | ||||||
| 
 | 
 | ||||||
|     // Blit the top framebuffer
 |     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.
 | ||||||
|  |         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, current_screen->width, current_screen->height, | ||||||
|  |                         GL_RGB, GL_UNSIGNED_BYTE, current_screen->flipped_xfb_data); | ||||||
|  |     } | ||||||
| 
 | 
 | ||||||
|     // 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); |         // Allocate texture
 | ||||||
|         } else { |         glBindTexture(GL_TEXTURE_2D, current_screen->vertex_buffer_id); | ||||||
|             ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer"); |         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, current_screen->width, current_screen->height, | ||||||
|             exit(1); |                      0, GL_RGB, GL_UNSIGNED_BYTE, NULL); | ||||||
|         } | 
 | ||||||
|  |         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||||||
|  |         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||||||
|     } |     } | ||||||
|     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, 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() { | 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++; | ||||||
| } | } | ||||||
|  | @ -251,40 +232,29 @@ 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) { | ||||||
|         ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...", |         ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...", | ||||||
|             glewGetErrorString(err)); |                   glewGetErrorString(err)); | ||||||
|         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…
	
	Add table
		Add a link
		
	
		Reference in a new issue