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	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 | ||||
|             vertex_shader.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 | ||||
|             command_processor.h | ||||
|  | @ -18,7 +19,9 @@ set(HEADERS clipper.h | |||
|             renderer_base.h | ||||
|             vertex_shader.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}) | ||||
|  |  | |||
							
								
								
									
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								src/video_core/renderer_opengl/gl_shader_util.cpp
									
										
									
									
									
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								src/video_core/renderer_opengl/gl_shader_util.cpp
									
										
									
									
									
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							|  | @ -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; | ||||
| } | ||||
| 
 | ||||
| } | ||||
							
								
								
									
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								src/video_core/renderer_opengl/gl_shader_util.h
									
										
									
									
									
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								src/video_core/renderer_opengl/gl_shader_util.h
									
										
									
									
									
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							|  | @ -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); | ||||
| 
 | ||||
| } | ||||
							
								
								
									
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								src/video_core/renderer_opengl/gl_shaders.h
									
										
									
									
									
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								src/video_core/renderer_opengl/gl_shaders.h
									
										
									
									
									
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							|  | @ -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/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 <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::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); | ||||
|     m_resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; | ||||
|     resolution_width  = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth); | ||||
|     resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; | ||||
| 
 | ||||
|     m_xfb_texture_top = 0; | ||||
|     m_xfb_texture_bottom = 0; | ||||
|     // Initialize screen info
 | ||||
|     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; | ||||
|     m_xfb_bottom = 0; | ||||
|     screen_info.Bottom().width            = VideoCore::kScreenBottomWidth; | ||||
|     screen_info.Bottom().height           = VideoCore::kScreenBottomHeight; | ||||
|     screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped; | ||||
| } | ||||
| 
 | ||||
| /// RendererOpenGL destructor
 | ||||
|  | @ -32,41 +64,41 @@ RendererOpenGL::~RendererOpenGL() { | |||
| 
 | ||||
| /// Swap buffers (render frame)
 | ||||
| void RendererOpenGL::SwapBuffers() { | ||||
|     m_render_window->MakeCurrent(); | ||||
|     render_window->MakeCurrent(); | ||||
| 
 | ||||
|     // EFB->XFB copy
 | ||||
|     // 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.
 | ||||
|     common::Rect framebuffer_size(0, 0, m_resolution_width, m_resolution_height); | ||||
|     // register write.
 | ||||
|     //
 | ||||
|     // 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); | ||||
| 
 | ||||
|     // XFB->Window copy
 | ||||
|     RenderFramebuffer(); | ||||
| 
 | ||||
|     // Swap buffers
 | ||||
|     m_render_window->PollEvents(); | ||||
|     m_render_window->SwapBuffers(); | ||||
| 
 | ||||
|     // Switch back to EFB and clear
 | ||||
|     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]); | ||||
|     render_window->PollEvents(); | ||||
|     render_window->SwapBuffers(); | ||||
| } | ||||
| 
 | ||||
| /**
 | ||||
|  * Helper function to flip framebuffer from left-to-right to top-to-bottom | ||||
|  * @param in Pointer to input raw framebuffer in V/RAM | ||||
|  * @param out Pointer to output buffer with flipped framebuffer | ||||
|  * @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 RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) { | ||||
| void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) { | ||||
|     int in_coord = 0; | ||||
|     for (int x = 0; x < VideoCore::kScreenTopWidth; x++) { | ||||
|         for (int y = VideoCore::kScreenTopHeight-1; y >= 0; y--) { | ||||
|     for (int x = 0; x < screen_info.width; x++) { | ||||
|         for (int y = screen_info.height-1; y >= 0; y--) { | ||||
|             // TODO: Properly support other framebuffer formats
 | ||||
|             int out_coord = (x + y * VideoCore::kScreenTopWidth) * 3; | ||||
|             out[out_coord] = in[in_coord];         // blue?
 | ||||
|             out[out_coord + 1] = in[in_coord + 1]; // green?
 | ||||
|             out[out_coord + 2] = in[in_coord + 2]; // red?
 | ||||
|             in_coord+=3; | ||||
|             int out_coord = (x + y * screen_info.width) * 3; | ||||
|             screen_info.flipped_xfb_data[out_coord] = raw_data[in_coord + 2];       // Red
 | ||||
|             screen_info.flipped_xfb_data[out_coord + 1] = raw_data[in_coord + 1];   // Green
 | ||||
|             screen_info.flipped_xfb_data[out_coord + 2] = raw_data[in_coord];       // Blue
 | ||||
|             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 | ||||
|  */ | ||||
| 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_sub = GPU::g_regs.framebuffer_config[1]; | ||||
|     const u32 active_fb_top = (framebuffer_top.active_fb == 1) | ||||
|                                 ? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2) | ||||
|                                 : Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1); | ||||
|                             ? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2) | ||||
|                             : Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1); | ||||
|     const u32 active_fb_sub = (framebuffer_sub.active_fb == 1) | ||||
|                                 ? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2) | ||||
|                                 : Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1); | ||||
|                             ? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2) | ||||
|                             : Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1); | ||||
| 
 | ||||
|     DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x", | ||||
|               framebuffer_top.stride * framebuffer_top.height, | ||||
|               active_fb_top, (int)framebuffer_top.width, | ||||
|               (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), m_xfb_top_flipped); | ||||
|     FlipFramebuffer(Memory::GetPointer(active_fb_sub), m_xfb_bottom_flipped); | ||||
|     FlipFramebuffer(Memory::GetPointer(active_fb_top), screen_info.Top()); | ||||
|     FlipFramebuffer(Memory::GetPointer(active_fb_sub), screen_info.Bottom()); | ||||
| 
 | ||||
|     // 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); | ||||
| 
 | ||||
|     // Render target is destination framebuffer
 | ||||
|     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]); | ||||
|     glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight); | ||||
| 
 | ||||
|     // Render source is our EFB
 | ||||
|     glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_top); | ||||
|     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); | ||||
|     // TODO(princesspeachum):
 | ||||
|     // Only the subset src_rect of the GPU buffer
 | ||||
|     // should be copied into the texture of the relevant screen.
 | ||||
|     //
 | ||||
|     // The method's parameters also only include src_rect and dest_rec for one screen,
 | ||||
|     // so this may need to be changed (pair for each screen).
 | ||||
| } | ||||
| 
 | ||||
| /// Initialize the FBO
 | ||||
| void RendererOpenGL::InitFramebuffer() { | ||||
|     // TODO(bunnei): This should probably be implemented with the top screen and bottom screen as
 | ||||
|     // separate framebuffers
 | ||||
|     program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader); | ||||
|     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
 | ||||
|     glGenRenderbuffers(kMaxFramebuffers, m_fbo_rbo); // Generate primary RBOs
 | ||||
|     glGenRenderbuffers(kMaxFramebuffers, m_fbo_depth_buffers); // Generate primary depth buffer
 | ||||
|     // Attach vertex data for top screen
 | ||||
|     glBindBuffer(GL_ARRAY_BUFFER, screen_info.Top().vertex_buffer_id); | ||||
|     glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_top), g_vbuffer_top, GL_STATIC_DRAW); | ||||
| 
 | ||||
|     for (int i = 0; i < kMaxFramebuffers; i++) { | ||||
|         // Generate color buffer storage
 | ||||
|         glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_rbo[i]); | ||||
|         glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth, | ||||
|             VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight); | ||||
|     // Attach vertex data for bottom screen
 | ||||
|     glBindBuffer(GL_ARRAY_BUFFER, screen_info.Bottom().vertex_buffer_id); | ||||
|     glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_bottom), g_vbuffer_bottom, GL_STATIC_DRAW); | ||||
| 
 | ||||
|         // Generate depth buffer storage
 | ||||
|         glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_depth_buffers[i]); | ||||
|         glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth, | ||||
|             VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight); | ||||
|     // Create color buffers for both screens
 | ||||
|     glGenTextures(1, &screen_info.Top().texture_id); | ||||
|     glGenTextures(1, &screen_info.Bottom().texture_id); | ||||
| 
 | ||||
|         // Attach the buffers
 | ||||
|         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]); | ||||
|     for (int i = 0; i < 2; i++) { | ||||
| 
 | ||||
|         // Check for completeness
 | ||||
|         if (GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)) { | ||||
|             NOTICE_LOG(RENDER, "framebuffer(%d) initialized ok", i); | ||||
|         } else { | ||||
|             ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer"); | ||||
|             exit(1); | ||||
|         } | ||||
|         ScreenInfo* current_screen = &screen_info[i]; | ||||
| 
 | ||||
|         // Allocate texture
 | ||||
|         glBindTexture(GL_TEXTURE_2D, current_screen->vertex_buffer_id); | ||||
|         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, current_screen->width, current_screen->height, | ||||
|                      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, 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() { | ||||
|     // Render target is default framebuffer
 | ||||
|     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); | ||||
|     glViewport(0, 0, m_resolution_width, m_resolution_height); | ||||
|     glClear(GL_COLOR_BUFFER_BIT); | ||||
| 
 | ||||
|     // Render source is our XFB
 | ||||
|     glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]); | ||||
|     glReadBuffer(GL_COLOR_ATTACHMENT0); | ||||
|     glUseProgram(program_id); | ||||
| 
 | ||||
|     // Blit
 | ||||
|     glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width, | ||||
|         m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR); | ||||
|     // Bind texture in Texture Unit 0
 | ||||
|     glActiveTexture(GL_TEXTURE0); | ||||
| 
 | ||||
|     // Update the FPS count
 | ||||
|     UpdateFramerate(); | ||||
|     glEnableVertexAttribArray(0); | ||||
|     glEnableVertexAttribArray(1); | ||||
| 
 | ||||
|     // Rebind EFB
 | ||||
|     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]); | ||||
|     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(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++; | ||||
| } | ||||
|  | @ -251,40 +232,29 @@ void RendererOpenGL::UpdateFramerate() { | |||
|  * @param window EmuWindow handle to emulator window to use for rendering | ||||
|  */ | ||||
| void RendererOpenGL::SetWindow(EmuWindow* window) { | ||||
|     m_render_window = window; | ||||
|     render_window = window; | ||||
| } | ||||
| 
 | ||||
| /// Initialize the renderer
 | ||||
| void RendererOpenGL::Init() { | ||||
|     m_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); | ||||
|     render_window->MakeCurrent(); | ||||
| 
 | ||||
|     GLenum err = glewInit(); | ||||
|     if (GLEW_OK != err) { | ||||
|         ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...", | ||||
|             glewGetErrorString(err)); | ||||
|                   glewGetErrorString(err)); | ||||
|         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
 | ||||
|     // --------------------------
 | ||||
| 
 | ||||
|  |  | |||
|  | @ -11,12 +11,11 @@ | |||
| 
 | ||||
| #include "video_core/renderer_base.h" | ||||
| 
 | ||||
| #include <array> | ||||
| 
 | ||||
| class RendererOpenGL : virtual public RendererBase { | ||||
| public: | ||||
| 
 | ||||
|     static const int kMaxFramebuffers = 2;  ///< Maximum number of framebuffers
 | ||||
| 
 | ||||
|     RendererOpenGL(); | ||||
|     ~RendererOpenGL(); | ||||
| 
 | ||||
|  | @ -53,37 +52,47 @@ private: | |||
|     /// Updates the framerate
 | ||||
|     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 | ||||
|      * @param in Pointer to input raw framebuffer in V/RAM | ||||
|      * @param out Pointer to output buffer with flipped framebuffer | ||||
|      * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei | ||||
|      */ | ||||
|     void FlipFramebuffer(const u8* in, u8* out); | ||||
|     * 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); | ||||
| 
 | ||||
|     EmuWindow*  render_window;                    ///< Handle to render window
 | ||||
|     u32         last_mode;                        ///< Last render mode
 | ||||
| 
 | ||||
|     EmuWindow*  m_render_window;                    ///< Handle to render window
 | ||||
|     u32         m_last_mode;                        ///< Last render mode
 | ||||
|     int resolution_width;                         ///< Current resolution width
 | ||||
|     int resolution_height;                        ///< Current resolution height
 | ||||
| 
 | ||||
|     int m_resolution_width;                         ///< Current resolution width
 | ||||
|     int m_resolution_height;                        ///< Current resolution height
 | ||||
|     // OpenGL global object IDs
 | ||||
|     GLuint vertex_array_id; | ||||
|     GLuint program_id; | ||||
|     GLuint sampler_id; | ||||
| 
 | ||||
|     // Framebuffers
 | ||||
|     // ------------
 | ||||
| 
 | ||||
|     GLuint m_fbo[kMaxFramebuffers];                 ///< Framebuffer objects
 | ||||
|     GLuint m_fbo_rbo[kMaxFramebuffers];             ///< Render buffer objects
 | ||||
|     GLuint m_fbo_depth_buffers[kMaxFramebuffers];   ///< Depth buffers objects
 | ||||
| 
 | ||||
|     GLuint m_xfb_texture_top;                       ///< GL handle to top framebuffer texture
 | ||||
|     GLuint m_xfb_texture_bottom;                    ///< GL handle to bottom framebuffer texture
 | ||||
|             | ||||
|     GLuint m_xfb_top;                               ///< GL handle to top framebuffer
 | ||||
|     GLuint m_xfb_bottom;                            ///< GL handle to bottom framebuffer
 | ||||
|     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]; | ||||
| 
 | ||||
|     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"> | ||||
|   <ItemGroup Label="ProjectConfigurations"> | ||||
|     <ProjectConfiguration Include="Debug|Win32"> | ||||
|  | @ -21,6 +21,7 @@ | |||
|   <ItemGroup> | ||||
|     <ClCompile Include="debug_utils\debug_utils.cpp" /> | ||||
|     <ClCompile Include="renderer_opengl\renderer_opengl.cpp" /> | ||||
|     <ClCompile Include="renderer_opengl\gl_shader_util.cpp" /> | ||||
|     <ClCompile Include="clipper.cpp" /> | ||||
|     <ClCompile Include="command_processor.cpp" /> | ||||
|     <ClCompile Include="primitive_assembly.cpp" /> | ||||
|  | @ -43,6 +44,8 @@ | |||
|     <ClInclude Include="video_core.h" /> | ||||
|     <ClInclude Include="debug_utils\debug_utils.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> | ||||
|     <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"> | ||||
|   <ItemGroup> | ||||
|     <Filter Include="renderer_opengl"> | ||||
|  | @ -12,6 +12,9 @@ | |||
|     <ClCompile Include="renderer_opengl\renderer_opengl.cpp"> | ||||
|       <Filter>renderer_opengl</Filter> | ||||
|     </ClCompile> | ||||
|     <ClCompile Include="renderer_opengl\gl_shader_util.cpp"> | ||||
|       <Filter>renderer_opengl</Filter> | ||||
|     </ClCompile> | ||||
|     <ClCompile Include="clipper.cpp" /> | ||||
|     <ClCompile Include="command_processor.cpp" /> | ||||
|     <ClCompile Include="primitive_assembly.cpp" /> | ||||
|  | @ -35,7 +38,15 @@ | |||
|     <ClInclude Include="utils.h" /> | ||||
|     <ClInclude Include="vertex_shader.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"> | ||||
|       <Filter>debug_utils</Filter> | ||||
|     </ClInclude> | ||||
|  |  | |||
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