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authorGravatar bunnei <ericbunnie@gmail.com>2014-04-08 19:25:03 -0400
committerGravatar bunnei <ericbunnie@gmail.com>2014-04-08 19:25:03 -0400
commit63e46abdb8764bc97e91bae862c8d461e61b1965 (patch)
treee73f4aa25d7b4015a265e7bbfb6004dab7561027 /src/video_core/renderer_opengl
parent03c245345e1f319da5007c15019ed54432029fb8 (diff)
got rid of 'src' folders in each sub-project
Diffstat (limited to 'src/video_core/renderer_opengl')
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp279
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.h91
2 files changed, 370 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
new file mode 100644
index 00000000..6010bcbc
--- /dev/null
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -0,0 +1,279 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include "mem_map.h"
+#include "video_core.h"
+#include "renderer_opengl/renderer_opengl.h"
+
+
+/// 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;
+
+ m_xfb_texture_top = 0;
+ m_xfb_texture_bottom = 0;
+
+ m_xfb_top = 0;
+ m_xfb_bottom = 0;
+}
+
+/// RendererOpenGL destructor
+RendererOpenGL::~RendererOpenGL() {
+}
+
+/// Swap buffers (render frame)
+void RendererOpenGL::SwapBuffers() {
+ // 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.
+ Rect framebuffer_size(0, 0, m_resolution_width, m_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]);
+}
+
+/**
+ * Helper function to flip framebuffer from left-to-right to top-to-bottom
+ * @param addr Address of framebuffer in 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 RendererOpenGL::FlipFramebuffer(u32 addr, u8* out) {
+ u8* in = Memory::GetPointer(addr);
+ for (int y = 0; y < VideoCore::kScreenTopHeight; y++) {
+ for (int x = 0; x < VideoCore::kScreenTopWidth; x++) {
+ int in_coord = (VideoCore::kScreenTopHeight * 3 * x) + (VideoCore::kScreenTopHeight * 3)
+ - (3 * y + 3);
+ int out_coord = (VideoCore::kScreenTopWidth * y * 3) + (x * 3);
+
+ out[out_coord + 0] = in[in_coord + 0];
+ out[out_coord + 1] = in[in_coord + 1];
+ out[out_coord + 2] = in[in_coord + 2];
+ }
+ }
+}
+
+/**
+ * Renders external framebuffer (XFB)
+ * @param src_rect Source rectangle in XFB to copy
+ * @param dst_rect Destination rectangle in output framebuffer to copy to
+ */
+void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) {
+
+ FlipFramebuffer(0x20282160, m_xfb_top_flipped);
+ FlipFramebuffer(0x202118E0, m_xfb_bottom_flipped);
+
+ // Blit the top framebuffer
+ // ------------------------
+
+ // Update textures with contents of XFB in RAM - top
+ glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
+ GL_RGB, 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_RGB, 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
+void RendererOpenGL::InitFramebuffer() {
+ // TODO(bunnei): This should probably be implemented with the top screen and bottom screen as
+ // separate framebuffers
+
+ // Init the FBOs
+ // -------------
+
+ 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
+
+ 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);
+
+ // Generate depth buffer storage
+ glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth,
+ VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
+
+ // 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]);
+
+ // 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);
+ }
+ }
+ 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);
+
+ // Render source is our XFB
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+
+ // Blit
+ glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width,
+ m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+
+ // Update the FPS count
+ UpdateFramerate();
+
+ // Rebind EFB
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]);
+
+ m_current_frame++;
+}
+
+/// Updates the framerate
+void RendererOpenGL::UpdateFramerate() {
+}
+
+/**
+ * Set the emulator window to use for renderer
+ * @param window EmuWindow handle to emulator window to use for rendering
+ */
+void RendererOpenGL::SetWindow(EmuWindow* window) {
+ m_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);
+
+ GLenum err = glewInit();
+ if (GLEW_OK != err) {
+ ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...",
+ glewGetErrorString(err));
+ exit(-1);
+ }
+
+ // Initialize everything else
+ // --------------------------
+
+ InitFramebuffer();
+
+ NOTICE_LOG(RENDER, "GL_VERSION: %s\n", glGetString(GL_VERSION));
+}
+
+/// Shutdown the renderer
+void RendererOpenGL::ShutDown() {
+}
diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h
new file mode 100644
index 00000000..86dc7b70
--- /dev/null
+++ b/src/video_core/renderer_opengl/renderer_opengl.h
@@ -0,0 +1,91 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <GL/glew.h>
+
+#include "common.h"
+#include "emu_window.h"
+
+#include "renderer_base.h"
+
+
+class RendererOpenGL : virtual public RendererBase {
+public:
+
+ static const int kMaxFramebuffers = 2; ///< Maximum number of framebuffers
+
+ RendererOpenGL();
+ ~RendererOpenGL();
+
+ /// Swap buffers (render frame)
+ void SwapBuffers();
+
+ /**
+ * Renders external framebuffer (XFB)
+ * @param src_rect Source rectangle in XFB to copy
+ * @param dst_rect Destination rectangle in output framebuffer to copy to
+ */
+ void RenderXFB(const Rect& src_rect, const Rect& dst_rect);
+
+ /**
+ * Set the emulator window to use for renderer
+ * @param window EmuWindow handle to emulator window to use for rendering
+ */
+ void SetWindow(EmuWindow* window);
+
+ /// Initialize the renderer
+ void Init();
+
+ /// Shutdown the renderer
+ void ShutDown();
+
+private:
+
+ /// Initialize the FBO
+ void InitFramebuffer();
+
+ // Blit the FBO to the OpenGL default framebuffer
+ void RenderFramebuffer();
+
+ /// Updates the framerate
+ void UpdateFramerate();
+
+ /**
+ * Helper function to flip framebuffer from left-to-right to top-to-bottom
+ * @param addr Address of framebuffer in 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 RendererOpenGL::FlipFramebuffer(u32 addr, u8* out);
+
+
+ EmuWindow* m_render_window; ///< Handle to render window
+ u32 m_last_mode; ///< Last render mode
+
+ int m_resolution_width; ///< Current resolution width
+ int m_resolution_height; ///< Current resolution height
+
+ // 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
+
+ // "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 m_xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth * 4];
+ u8 m_xfb_bottom_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth * 4];
+
+ DISALLOW_COPY_AND_ASSIGN(RendererOpenGL);
+}; \ No newline at end of file