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authorGravatar Kevin Hartman <kevin@hart.mn>2014-08-21 00:27:53 -0700
committerGravatar Kevin Hartman <kevin@hart.mn>2014-08-25 20:56:59 -0700
commitcbfd6b6e52e3b8c1d6324d86461f4e8aa240a756 (patch)
tree31355774610d25174521e88ca7dcebfe5bbfe715 /src/video_core/renderer_opengl
parentaa7472057ae9b56e3f7216931cbb9e927e39a930 (diff)
Rewrite of OpenGL renderer, including OS X support
Screen contents are now displayed using textured quads. This can be updated to expose an FBO once an OpenGL backend for when Pica rendering is being worked on. That FBO's texture can then be applied to the quads. Previously, FBO blitting was used in order to display screen contents, which did not work on OS X. The new textured quad approach is less of a compatibility risk.
Diffstat (limited to 'src/video_core/renderer_opengl')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_util.cpp81
-rw-r--r--src/video_core/renderer_opengl/gl_shader_util.h13
-rw-r--r--src/video_core/renderer_opengl/gl_shaders.h39
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp322
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.h63
5 files changed, 315 insertions, 203 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_util.cpp b/src/video_core/renderer_opengl/gl_shader_util.cpp
new file mode 100644
index 00000000..10239c8a
--- /dev/null
+++ b/src/video_core/renderer_opengl/gl_shader_util.cpp
@@ -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;
+}
+
+}
diff --git a/src/video_core/renderer_opengl/gl_shader_util.h b/src/video_core/renderer_opengl/gl_shader_util.h
new file mode 100644
index 00000000..563f1015
--- /dev/null
+++ b/src/video_core/renderer_opengl/gl_shader_util.h
@@ -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);
+
+}
diff --git a/src/video_core/renderer_opengl/gl_shaders.h b/src/video_core/renderer_opengl/gl_shaders.h
new file mode 100644
index 00000000..f84424c4
--- /dev/null
+++ b/src/video_core/renderer_opengl/gl_shaders.h
@@ -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;
+})";
+
+}
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index f11a64fa..dc1b8e28 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -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());
+
+ for (int i = 0; i < 2; i++) {
+ ScreenInfo* current_screen = &screen_info[i];
- // Blit the top framebuffer
- // ------------------------
+ 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);
+ // 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).
+}
- // Render source is our EFB
- glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_top);
- glReadBuffer(GL_COLOR_ATTACHMENT0);
+/// Initialize the FBO
+void RendererOpenGL::InitFramebuffer() {
+ program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
+ sampler_id = glGetUniformLocation(program_id, "sampler");
- // 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);
+ // Generate vertex buffers for both screens
+ glGenBuffers(1, &screen_info.Top().vertex_buffer_id);
+ glGenBuffers(1, &screen_info.Bottom().vertex_buffer_id);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ // 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);
- // Blit the bottom framebuffer
- // ---------------------------
+ // 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);
- // 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);
+ // Create color buffers for both screens
+ glGenTextures(1, &screen_info.Top().texture_id);
+ glGenTextures(1, &screen_info.Bottom().texture_id);
- // Render target is destination framebuffer
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
- glViewport(0, 0,
- VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight);
+ for (int i = 0; i < 2; i++) {
- // Render source is our EFB
- glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_bottom);
- glReadBuffer(GL_COLOR_ATTACHMENT0);
+ ScreenInfo* current_screen = &screen_info[i];
- // 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);
+ // 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);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 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)
+void RendererOpenGL::RenderFramebuffer() {
+ glClear(GL_COLOR_BUFFER_BIT);
- // Initialize framebuffer textures
- // -------------------------------
+ glUseProgram(program_id);
- // Create XFB textures
- glGenTextures(1, &m_xfb_texture_top);
- glGenTextures(1, &m_xfb_texture_bottom);
+ // Bind texture in Texture Unit 0
+ glActiveTexture(GL_TEXTURE0);
- // 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);
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(1);
- 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);
+ for (int i = 0; i < 2; i++) {
- // 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);
-}
+ ScreenInfo* current_screen = &screen_info[i];
-/// 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);
+ glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
- // Render source is our XFB
- glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
- glReadBuffer(GL_COLOR_ATTACHMENT0);
+ // Set sampler on Texture Unit 0
+ glUniform1i(sampler_id, 0);
- // Blit
- glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width,
- m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ glBindBuffer(GL_ARRAY_BUFFER, current_screen->vertex_buffer_id);
- // Update the FPS count
- UpdateFramerate();
+ // Vertex buffer layout
+ const GLsizei stride = 5 * sizeof(GLfloat);
+ const GLvoid* uv_offset = (const GLvoid*)(3 * sizeof(GLfloat));
- // Rebind EFB
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]);
+ // 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
// --------------------------
diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h
index 30f4febe..b21092f0 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.h
+++ b/src/video_core/renderer_opengl/renderer_opengl.h
@@ -11,26 +11,25 @@
#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();
/// Swap buffers (render frame)
void SwapBuffers();
- /**
+ /**
* Renders external framebuffer (XFB)
* @param src_rect Source rectangle in XFB to copy
* @param dst_rect Destination rectangle in output framebuffer to copy to
*/
void RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect);
- /**
+ /**
* Set the emulator window to use for renderer
* @param window EmuWindow handle to emulator window to use for rendering
*/
@@ -53,37 +52,47 @@ private:
/// Updates the framerate
void UpdateFramerate();
- /**
- * 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);
+ /// 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;
+ };
- EmuWindow* m_render_window; ///< Handle to render window
- u32 m_last_mode; ///< Last render mode
+ /**
+ * 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);
- int m_resolution_width; ///< Current resolution width
- int m_resolution_height; ///< Current resolution height
+ EmuWindow* render_window; ///< Handle to render window
+ u32 last_mode; ///< Last render mode
- // Framebuffers
- // ------------
+ int resolution_width; ///< Current resolution width
+ int resolution_height; ///< Current resolution height
- GLuint m_fbo[kMaxFramebuffers]; ///< Framebuffer objects
- GLuint m_fbo_rbo[kMaxFramebuffers]; ///< Render buffer objects
- GLuint m_fbo_depth_buffers[kMaxFramebuffers]; ///< Depth buffers objects
+ // OpenGL global object IDs
+ GLuint vertex_array_id;
+ GLuint program_id;
+ GLuint sampler_id;
- 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];
};