// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include "generated/gl_3_2_core.h" #include "common/math_util.h" #include "core/hw/gpu.h" #include "video_core/renderer_base.h" #include "video_core/renderer_opengl/gl_state.h" #include "video_core/renderer_opengl/gl_rasterizer.h" class EmuWindow; class RendererOpenGL : public RendererBase { public: RendererOpenGL(); ~RendererOpenGL() override; /// Swap buffers (render frame) void SwapBuffers() override; /** * Set the emulator window to use for renderer * @param window EmuWindow handle to emulator window to use for rendering */ void SetWindow(EmuWindow* window) override; /// Initialize the renderer void Init() override; /// Shutdown the renderer void ShutDown() override; private: /// Structure used for storing information about the textures for each 3DS screen struct TextureInfo { GLuint handle; GLsizei width; GLsizei height; GPU::Regs::PixelFormat format; GLenum gl_format; GLenum gl_type; }; void InitOpenGLObjects(); void ConfigureFramebufferTexture(TextureInfo& texture, const GPU::Regs::FramebufferConfig& framebuffer); void DrawScreens(); void DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h); void UpdateFramerate(); // Loads framebuffer from emulated memory into the active OpenGL texture. void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer, const TextureInfo& texture); // Fills active OpenGL texture with the given RGB color. void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture); /// Computes the viewport rectangle MathUtil::Rectangle GetViewportExtent(); EmuWindow* render_window; ///< Handle to render window u32 last_mode; ///< Last render mode int resolution_width; ///< Current resolution width int resolution_height; ///< Current resolution height OpenGLState state; // OpenGL object IDs GLuint vertex_array_handle; GLuint vertex_buffer_handle; GLuint program_id; std::array textures; ///< Textures for top and bottom screens respectively // Shader uniform location indices GLuint uniform_modelview_matrix; GLuint uniform_color_texture; // Shader attribute input indices GLuint attrib_position; GLuint attrib_tex_coord; };