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Diffstat (limited to 'src/video_core/src/renderer_opengl/renderer_opengl.cpp')
-rw-r--r--src/video_core/src/renderer_opengl/renderer_opengl.cpp310
1 files changed, 74 insertions, 236 deletions
diff --git a/src/video_core/src/renderer_opengl/renderer_opengl.cpp b/src/video_core/src/renderer_opengl/renderer_opengl.cpp
index 27917a5a..8a4d1ab7 100644
--- a/src/video_core/src/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/src/renderer_opengl/renderer_opengl.cpp
@@ -26,41 +26,21 @@
#include "video_core.h"
#include "renderer_opengl/renderer_opengl.h"
-/**
- * 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
- */
-inline void _flip_framebuffer(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];
- }
- }
-}
/// RendererOpenGL constructor
RendererOpenGL::RendererOpenGL() {
- memset(fbo_, 0, sizeof(fbo_));
- memset(fbo_rbo_, 0, sizeof(fbo_rbo_));
- memset(fbo_depth_buffers_, 0, sizeof(fbo_depth_buffers_));
+ 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));
- resolution_width_ = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
- resolution_height_ = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
+ m_resolution_width = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
+ m_resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
- xfb_texture_top_ = 0;
- xfb_texture_bottom_ = 0;
+ m_xfb_texture_top = 0;
+ m_xfb_texture_bottom = 0;
- xfb_top_ = 0;
- xfb_bottom_ = 0;
+ m_xfb_top = 0;
+ m_xfb_bottom = 0;
}
/// RendererOpenGL destructor
@@ -69,26 +49,42 @@ RendererOpenGL::~RendererOpenGL() {
/// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers() {
-
- ResetRenderState();
-
// 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, resolution_width_, resolution_height_);
+ Rect framebuffer_size(0, 0, m_resolution_width, m_resolution_height);
RenderXFB(framebuffer_size, framebuffer_size);
// XFB->Window copy
RenderFramebuffer();
// Swap buffers
- render_window_->PollEvents();
- render_window_->SwapBuffers();
+ m_render_window->PollEvents();
+ m_render_window->SwapBuffers();
// Switch back to EFB and clear
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]);
+}
- RestoreRenderState();
+/**
+ * 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];
+ }
+ }
}
/**
@@ -96,30 +92,26 @@ void RendererOpenGL::SwapBuffers() {
* @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) {
- static u8 xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth *3];
- static u8 xfb_bottom_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth *3];
-
- _flip_framebuffer(0x20282160, xfb_top_flipped);
- _flip_framebuffer(0x202118E0, xfb_bottom_flipped);
+void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) {
- ResetRenderState();
+ 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, xfb_texture_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, xfb_top_flipped);
+ GL_RGB, GL_UNSIGNED_BYTE, m_xfb_top_flipped);
glBindTexture(GL_TEXTURE_2D, 0);
// Render target is destination framebuffer
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight);
// Render source is our EFB
- glBindFramebuffer(GL_READ_FRAMEBUFFER, xfb_top_);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_top);
glReadBuffer(GL_COLOR_ATTACHMENT0);
// Blit
@@ -133,18 +125,18 @@ void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) {
// ---------------------------
// Update textures with contents of XFB in RAM - bottom
- glBindTexture(GL_TEXTURE_2D, xfb_texture_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, xfb_bottom_flipped);
+ GL_RGB, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped);
glBindTexture(GL_TEXTURE_2D, 0);
// Render target is destination framebuffer
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
glViewport(0, 0,
VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight);
// Render source is our EFB
- glBindFramebuffer(GL_READ_FRAMEBUFFER, xfb_bottom_);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_bottom);
glReadBuffer(GL_COLOR_ATTACHMENT0);
// Blit
@@ -154,190 +146,37 @@ void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) {
GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
-
- RestoreRenderState();
-}
-
-/**
- * Blits the EFB to the external framebuffer (XFB)
- * @param src_rect Source rectangle in EFB to copy
- * @param dst_rect Destination rectangle in EFB to copy to
- */
-void RendererOpenGL::CopyToXFB(const Rect& src_rect, const Rect& dst_rect) {
- ERROR_LOG(RENDER, "CopyToXFB not implemented! No EFB support yet!");
- //ResetRenderState();
-
- //// Render target is destination framebuffer
- //glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
- //glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight);
-
- //// Render source is our EFB
- //glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
- //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);
-
- //RestoreRenderState();
-}
-
-/**
- * Clear the screen
- * @param rect Screen rectangle to clear
- * @param enable_color Enable color clearing
- * @param enable_alpha Enable alpha clearing
- * @param enable_z Enable depth clearing
- * @param color Clear color
- * @param z Clear depth
- */
-void RendererOpenGL::Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z,
- u32 color, u32 z) {
- GLboolean const color_mask = enable_color ? GL_TRUE : GL_FALSE;
- GLboolean const alpha_mask = enable_alpha ? GL_TRUE : GL_FALSE;
-
- ResetRenderState();
-
- // Clear color
- glColorMask(color_mask, color_mask, color_mask, alpha_mask);
- glClearColor(float((color >> 16) & 0xFF) / 255.0f, float((color >> 8) & 0xFF) / 255.0f,
- float((color >> 0) & 0xFF) / 255.0f, float((color >> 24) & 0xFF) / 255.0f);
-
- // Clear depth
- glDepthMask(enable_z ? GL_TRUE : GL_FALSE);
- glClearDepth(float(z & 0xFFFFFF) / float(0xFFFFFF));
-
- // Specify the rectangle of the EFB to clear
- glEnable(GL_SCISSOR_TEST);
- glScissor(rect.x0_, rect.y1_, rect.width(), rect.height());
-
- // Clear it!
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- RestoreRenderState();
-}
-
-/// Sets the renderer viewport location, width, and height
-void RendererOpenGL::SetViewport(int x, int y, int width, int height) {
- glViewport(x, y, width, height);
-}
-
-/// Sets the renderer depthrange, znear and zfar
-void RendererOpenGL::SetDepthRange(double znear, double zfar) {
- glDepthRange(znear, zfar);
-}
-
-/* Sets the scissor box
- * @param rect Renderer rectangle to set scissor box to
- */
-void RendererOpenGL::SetScissorBox(const Rect& rect) {
- glScissor(rect.x0_, rect.y1_, rect.width(), rect.height());
-}
-
-/**
- * Sets the line and point size
- * @param line_width Line width to use
- * @param point_size Point size to use
- */
-void RendererOpenGL::SetLinePointSize(f32 line_width, f32 point_size) {
- glLineWidth((GLfloat)line_width);
- glPointSize((GLfloat)point_size);
-}
-
-/**
- * Set a specific render mode
- * @param flag Render flags mode to enable
- */
-void RendererOpenGL::SetMode(kRenderMode flags) {
- if(flags & kRenderMode_ZComp) {
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- }
- if(flags & kRenderMode_Multipass) {
- glEnable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
- glDepthFunc(GL_EQUAL);
- }
- if (flags & kRenderMode_UseDstAlpha) {
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
- glDisable(GL_BLEND);
- }
- last_mode_ |= flags;
-}
-
-/// Reset the full renderer API to the NULL state
-void RendererOpenGL::ResetRenderState() {
- glDisable(GL_SCISSOR_TEST);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthMask(GL_FALSE);
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-}
-
-/// Restore the full renderer API state - As the game set it
-void RendererOpenGL::RestoreRenderState() {
-
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
-
- //gp::XF_UpdateViewport();
- SetViewport(0, 0, resolution_width_, resolution_height_);
- SetDepthRange(0.0f, 1.0f);
-
- //SetGenerationMode();
- glEnable(GL_CULL_FACE);
- glFrontFace(GL_CCW);
-
- //glEnable(GL_SCISSOR_TEST);
- //gp::BP_SetScissorBox();
- glDisable(GL_SCISSOR_TEST);
-
- //SetColorMask(gp::g_bp_regs.cmode0);
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-
- //SetDepthMode();
- glDisable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
-
- //SetBlendMode(gp::g_bp_regs.cmode0, gp::g_bp_regs.cmode1, true);
- //if (common::g_config->current_renderer_config().enable_wireframe) {
- // glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- //} else {
- // glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- //}
}
/// Initialize the FBO
void RendererOpenGL::InitFramebuffer() {
- // TODO(en): This should probably be implemented with the top screen and bottom screen as
+ // TODO(bunnei): This should probably be implemented with the top screen and bottom screen as
// separate framebuffers
// Init the FBOs
// -------------
- glGenFramebuffers(kMaxFramebuffers, fbo_); // Generate primary framebuffer
- glGenRenderbuffers(kMaxFramebuffers, fbo_rbo_); // Generate primary RBOs
- glGenRenderbuffers(kMaxFramebuffers, fbo_depth_buffers_); // Generate primary depth buffer
+ 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, fbo_rbo_[i]);
+ 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, fbo_depth_buffers_[i]);
+ 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, fbo_[i]);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[i]);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- GL_RENDERBUFFER, fbo_depth_buffers_[i]);
+ GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_RENDERBUFFER, fbo_rbo_[i]);
+ GL_RENDERBUFFER, m_fbo_rbo[i]);
// Check for completeness
if (GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)) {
@@ -353,56 +192,55 @@ void RendererOpenGL::InitFramebuffer() {
// -------------------------------
// Create XFB textures
- glGenTextures(1, &xfb_texture_top_);
- glGenTextures(1, &xfb_texture_bottom_);
+ glGenTextures(1, &m_xfb_texture_top);
+ glGenTextures(1, &m_xfb_texture_bottom);
// Alocate video memorry for XFB textures
- glBindTexture(GL_TEXTURE_2D, xfb_texture_top_);
+ 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, xfb_texture_bottom_);
+ 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, &xfb_top_); // Generate framebuffer
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, xfb_top_);
+ glGenFramebuffers(1, &m_xfb_top); // Generate framebuffer
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_top);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
- xfb_texture_top_, 0);
+ m_xfb_texture_top, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glGenFramebuffers(1, &xfb_bottom_); // Generate framebuffer
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, xfb_bottom_);
+ glGenFramebuffers(1, &m_xfb_bottom); // Generate framebuffer
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_bottom);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
- xfb_texture_bottom_, 0);
+ 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, resolution_width_, resolution_height_);
+ glViewport(0, 0, m_resolution_width, m_resolution_height);
// Render source is our XFB
- glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
glReadBuffer(GL_COLOR_ATTACHMENT0);
// Blit
- glBlitFramebuffer(0, 0, resolution_width_, resolution_height_, 0, 0,
- resolution_width_, resolution_height_, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ 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, fbo_[kFramebuffer_EFB]);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]);
- current_frame_++;
+ m_current_frame++;
}
/// Updates the framerate
@@ -414,19 +252,19 @@ void RendererOpenGL::UpdateFramerate() {
* @param window EmuWindow handle to emulator window to use for rendering
*/
void RendererOpenGL::SetWindow(EmuWindow* window) {
- render_window_ = window;
+ m_render_window = window;
}
/// Initialize the renderer
void RendererOpenGL::Init() {
- render_window_->MakeCurrent();
+ m_render_window->MakeCurrent();
glShadeModel(GL_SMOOTH);
glStencilFunc(GL_ALWAYS, 0, 0);
glBlendFunc(GL_ONE, GL_ONE);
- glViewport(0, 0, resolution_width_, resolution_height_);
+ glViewport(0, 0, m_resolution_width, m_resolution_height);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
@@ -438,12 +276,12 @@ void RendererOpenGL::Init() {
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
- glScissor(0, 0, resolution_width_, resolution_height_);
+ 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...",
+ ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...",
glewGetErrorString(err));
exit(-1);
}