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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.cpp461
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diff --git a/src/video_core/src/renderer_opengl/renderer_opengl.cpp b/src/video_core/src/renderer_opengl/renderer_opengl.cpp
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+++ b/src/video_core/src/renderer_opengl/renderer_opengl.cpp
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+/**
+ * Copyright (C) 2014 Citra Emulator
+ *
+ * @file renderer_opengl.cpp
+ * @author bunnei
+ * @date 2014-04-05
+ * @brief Renderer for OpenGL 3.x
+ *
+ * @section LICENSE
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License as
+ * published by the Free Software Foundation; either version 2 of
+ * the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details at
+ * http://www.gnu.org/copyleft/gpl.html
+ *
+ * Official project repository can be found at:
+ * http://code.google.com/p/gekko-gc-emu/
+ */
+
+#include "mem_map.h"
+#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_));
+
+ resolution_width_ = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
+ resolution_height_ = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
+
+ xfb_texture_top_ = 0;
+ xfb_texture_bottom_ = 0;
+
+ xfb_top_ = 0;
+ xfb_bottom_ = 0;
+}
+
+/// RendererOpenGL destructor
+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_);
+ RenderXFB(framebuffer_size, framebuffer_size);
+
+ // XFB->Window copy
+ RenderFramebuffer();
+
+ // Swap buffers
+ render_window_->PollEvents();
+ render_window_->SwapBuffers();
+
+ // Switch back to EFB and clear
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
+
+ RestoreRenderState();
+}
+
+/**
+ * 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) {
+ 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);
+
+ ResetRenderState();
+
+ // Blit the top framebuffer
+ // ------------------------
+
+ // Update textures with contents of XFB in RAM - top
+ glBindTexture(GL_TEXTURE_2D, xfb_texture_top_);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
+ GL_RGB, GL_UNSIGNED_BYTE, xfb_top_flipped);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // 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, 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, xfb_texture_bottom_);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
+ GL_RGB, GL_UNSIGNED_BYTE, xfb_bottom_flipped);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // Render target is destination framebuffer
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
+ glViewport(0, 0,
+ VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight);
+
+ // Render source is our EFB
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 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);
+
+ 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
+ // 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
+
+ for (int i = 0; i < kMaxFramebuffers; i++) {
+ // Generate color buffer storage
+ glBindRenderbuffer(GL_RENDERBUFFER, 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]);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth,
+ VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
+
+ // Attach the buffers
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[i]);
+ glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, fbo_depth_buffers_[i]);
+ glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_RENDERBUFFER, 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, &xfb_texture_top_);
+ glGenTextures(1, &xfb_texture_bottom_);
+
+ // Alocate video memorry for XFB textures
+ glBindTexture(GL_TEXTURE_2D, 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_);
+ 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_);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ xfb_texture_top_, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ glGenFramebuffers(1, &xfb_bottom_); // Generate framebuffer
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, xfb_bottom_);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ 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_);
+
+ // Render source is our XFB
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 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);
+
+ // Update the FPS count
+ UpdateFramerate();
+
+ // Rebind EFB
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
+
+ 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) {
+ render_window_ = window;
+}
+
+/// Initialize the renderer
+void RendererOpenGL::Init() {
+ render_window_->MakeCurrent();
+ glShadeModel(GL_SMOOTH);
+
+
+ glStencilFunc(GL_ALWAYS, 0, 0);
+ glBlendFunc(GL_ONE, GL_ONE);
+
+ glViewport(0, 0, resolution_width_, 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, resolution_width_, 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() {
+}