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-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp322
1 files changed, 146 insertions, 176 deletions
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
// --------------------------