diff options
Diffstat (limited to 'src/video_core/src/renderer_opengl')
-rw-r--r-- | src/video_core/src/renderer_opengl/renderer_opengl.cpp | 461 | ||||
-rw-r--r-- | src/video_core/src/renderer_opengl/renderer_opengl.h | 153 |
2 files changed, 614 insertions, 0 deletions
diff --git a/src/video_core/src/renderer_opengl/renderer_opengl.cpp b/src/video_core/src/renderer_opengl/renderer_opengl.cpp new file mode 100644 index 00000000..27917a5a --- /dev/null +++ b/src/video_core/src/renderer_opengl/renderer_opengl.cpp @@ -0,0 +1,461 @@ +/** + * 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() { +} diff --git a/src/video_core/src/renderer_opengl/renderer_opengl.h b/src/video_core/src/renderer_opengl/renderer_opengl.h new file mode 100644 index 00000000..b84afc5d --- /dev/null +++ b/src/video_core/src/renderer_opengl/renderer_opengl.h @@ -0,0 +1,153 @@ +/** + * Copyright (C) 2014 Citra Emulator + * + * @file renderer_opengl.h + * @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/ + */ + +#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); + + /** + * 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 CopyToXFB(const Rect& src_rect, const Rect& dst_rect); + + /** + * 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 Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z, + u32 color, u32 z); + + /// Sets the renderer viewport location, width, and height + void SetViewport(int x, int y, int width, int height); + + /// Sets the renderer depthrange, znear and zfar + void SetDepthRange(double znear, double zfar); + + /* Sets the scissor box + * @param rect Renderer rectangle to set scissor box to + */ + void SetScissorBox(const Rect& rect); + + /** + * Sets the line and point size + * @param line_width Line width to use + * @param point_size Point size to use + */ + void SetLinePointSize(f32 line_width, f32 point_size); + + /** + * Set a specific render mode + * @param flag Render flags mode to enable + */ + void SetMode(kRenderMode flags); + + /// Reset the full renderer API to the NULL state + void ResetRenderState(); + + /// Restore the full renderer API state - As the game set it + void RestoreRenderState(); + + /** + * 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(); + + // Framebuffer object(s) + // --------------------- + + GLuint fbo_[kMaxFramebuffers]; ///< Framebuffer objects + +private: + + /// Initialize the FBO + void InitFramebuffer(); + + // Blit the FBO to the OpenGL default framebuffer + void RenderFramebuffer(); + + /// Updates the framerate + void UpdateFramerate(); + + EmuWindow* render_window_; + u32 last_mode_; ///< Last render mode + + int resolution_width_; + int resolution_height_; + + // Render buffers + // -------------- + + GLuint fbo_rbo_[kMaxFramebuffers]; ///< Render buffer objects + GLuint fbo_depth_buffers_[kMaxFramebuffers]; ///< Depth buffers objects + + // External framebuffers + // --------------------- + + GLuint xfb_texture_top_; ///< GL handle to top framebuffer texture + GLuint xfb_texture_bottom_; ///< GL handle to bottom framebuffer texture + + GLuint xfb_top_; + GLuint xfb_bottom_; + + DISALLOW_COPY_AND_ASSIGN(RendererOpenGL); +};
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