mirror of https://git.suyu.dev/suyu/suyu
added initial renderer code
parent
e4d1ad4bda
commit
080f847550
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/**
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* Copyright (C) 2014 Citra Emulator
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*
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* @file renderer_opengl.cpp
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* @author bunnei
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* @date 2014-04-05
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* @brief Renderer for OpenGL 3.x
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*
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* @section LICENSE
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of
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* the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details at
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* http://www.gnu.org/copyleft/gpl.html
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*
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* Official project repository can be found at:
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* http://code.google.com/p/gekko-gc-emu/
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*/
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#include "video_core.h"
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#include "renderer_opengl/renderer_opengl.h"
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/// RendererOpenGL constructor
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RendererOpenGL::RendererOpenGL() {
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memset(fbo_, 0, sizeof(fbo_));
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memset(fbo_rbo_, 0, sizeof(fbo_rbo_));
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memset(fbo_depth_buffers_, 0, sizeof(fbo_depth_buffers_));
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resolution_width_ = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
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resolution_height_ = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
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}
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/// RendererOpenGL destructor
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RendererOpenGL::~RendererOpenGL() {
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}
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers() {
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glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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ResetRenderState();
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// EFB->XFB copy
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// TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
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// register write We're also treating both framebuffers as a single one in OpenGL.
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Rect framebuffer_size(0, 0, VideoCore::kScreenTopWidth,
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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CopyToXFB(framebuffer_size, framebuffer_size);
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// XFB->Window copy
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RenderFramebuffer();
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// Swap buffers
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render_window_->PollEvents();
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render_window_->SwapBuffers();
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// Switch back to EFB and clear
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
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RestoreRenderState();
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}
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/**
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* Blits the EFB to the external framebuffer (XFB)
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* @param src_rect Source rectangle in EFB to copy
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* @param dst_rect Destination rectangle in EFB to copy to
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* @param dest_height Destination height in pixels
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*/
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void RendererOpenGL::CopyToXFB(const Rect& src_rect, const Rect& dst_rect) {
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ResetRenderState();
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// Render target is destination framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
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glViewport(0, 0, resolution_width_, resolution_height_);
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// Render source is our EFB
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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// Blit
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glBlitFramebuffer(src_rect.x0_, src_rect.y0_, src_rect.x1_, src_rect.y1_,
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dst_rect.x0_, dst_rect.y1_, dst_rect.x1_, dst_rect.y0_,
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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RestoreRenderState();
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}
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/**
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* Clear the screen
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* @param rect Screen rectangle to clear
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* @param enable_color Enable color clearing
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* @param enable_alpha Enable alpha clearing
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* @param enable_z Enable depth clearing
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* @param color Clear color
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* @param z Clear depth
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*/
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void RendererOpenGL::Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z,
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u32 color, u32 z) {
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GLboolean const color_mask = enable_color ? GL_TRUE : GL_FALSE;
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GLboolean const alpha_mask = enable_alpha ? GL_TRUE : GL_FALSE;
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ResetRenderState();
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// Clear color
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glColorMask(color_mask, color_mask, color_mask, alpha_mask);
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glClearColor(float((color >> 16) & 0xFF) / 255.0f, float((color >> 8) & 0xFF) / 255.0f,
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float((color >> 0) & 0xFF) / 255.0f, float((color >> 24) & 0xFF) / 255.0f);
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// Clear depth
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glDepthMask(enable_z ? GL_TRUE : GL_FALSE);
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glClearDepth(float(z & 0xFFFFFF) / float(0xFFFFFF));
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// Specify the rectangle of the EFB to clear
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glEnable(GL_SCISSOR_TEST);
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glScissor(rect.x0_, rect.y1_, rect.width(), rect.height());
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// Clear it!
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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RestoreRenderState();
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}
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/// Sets the renderer viewport location, width, and height
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void RendererOpenGL::SetViewport(int x, int y, int width, int height) {
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glViewport(x, y, width, height);
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}
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/// Sets the renderer depthrange, znear and zfar
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void RendererOpenGL::SetDepthRange(double znear, double zfar) {
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glDepthRange(znear, zfar);
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}
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/* Sets the scissor box
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* @param rect Renderer rectangle to set scissor box to
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*/
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void RendererOpenGL::SetScissorBox(const Rect& rect) {
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glScissor(rect.x0_, rect.y1_, rect.width(), rect.height());
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}
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/**
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* Sets the line and point size
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* @param line_width Line width to use
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* @param point_size Point size to use
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*/
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void RendererOpenGL::SetLinePointSize(f32 line_width, f32 point_size) {
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glLineWidth((GLfloat)line_width);
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glPointSize((GLfloat)point_size);
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}
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/**
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* Set a specific render mode
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* @param flag Render flags mode to enable
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*/
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void RendererOpenGL::SetMode(kRenderMode flags) {
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if(flags & kRenderMode_ZComp) {
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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}
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if(flags & kRenderMode_Multipass) {
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glDepthFunc(GL_EQUAL);
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}
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if (flags & kRenderMode_UseDstAlpha) {
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glDisable(GL_BLEND);
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}
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last_mode_ |= flags;
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}
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/// Reset the full renderer API to the NULL state
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void RendererOpenGL::ResetRenderState() {
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glDepthMask(GL_FALSE);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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/// Restore the full renderer API state - As the game set it
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void RendererOpenGL::RestoreRenderState() {
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
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//gp::XF_UpdateViewport();
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SetViewport(0, 0, resolution_width_, resolution_height_);
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SetDepthRange(0.0f, 1.0f);
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//SetGenerationMode();
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CCW);
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//glEnable(GL_SCISSOR_TEST);
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//gp::BP_SetScissorBox();
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glDisable(GL_SCISSOR_TEST);
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//SetColorMask(gp::g_bp_regs.cmode0);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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//SetDepthMode();
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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//SetBlendMode(gp::g_bp_regs.cmode0, gp::g_bp_regs.cmode1, true);
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//if (common::g_config->current_renderer_config().enable_wireframe) {
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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//} else {
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// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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//}
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}
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/// Initialize the FBO
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void RendererOpenGL::InitFramebuffer() {
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// TODO(en): This should probably be implemented with the top screen and bottom screen as
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// separate framebuffers
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// Init the FBOs
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// -------------
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glGenFramebuffers(kMaxFramebuffers, fbo_); // Generate primary framebuffer
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glGenRenderbuffers(kMaxFramebuffers, fbo_rbo_); // Generate primary RBOs
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glGenRenderbuffers(kMaxFramebuffers, fbo_depth_buffers_); // Generate primary depth buffer
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for (int i = 0; i < kMaxFramebuffers; i++) {
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// Generate color buffer storage
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glBindRenderbuffer(GL_RENDERBUFFER, fbo_rbo_[i]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, resolution_width_, resolution_height_);
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// Generate depth buffer storage
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glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth_buffers_[i]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, resolution_width_,
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resolution_height_);
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// Attach the buffers
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[i]);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, fbo_depth_buffers_[i]);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_RENDERBUFFER, fbo_rbo_[i]);
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// Check for completeness
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if (GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)) {
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NOTICE_LOG(RENDER, "framebuffer(%d) initialized ok", i);
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} else {
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ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer");
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exit(1);
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our frame buffer(s)
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}
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/// Blit the FBO to the OpenGL default framebuffer
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void RendererOpenGL::RenderFramebuffer() {
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// Render target is default framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glViewport(0, 0, resolution_width_, resolution_height_);
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// Render source is our XFB
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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// Blit
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glBlitFramebuffer(0, 0, resolution_width_, resolution_height_, 0, 0,
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render_window_->client_area_width(), render_window_->client_area_height(),
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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// Update the FPS count
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UpdateFramerate();
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// Rebind EFB
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
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current_frame_++;
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}
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/// Updates the framerate
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void RendererOpenGL::UpdateFramerate() {
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}
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/**
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* Set the emulator window to use for renderer
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* @param window EmuWindow handle to emulator window to use for rendering
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*/
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void RendererOpenGL::SetWindow(EmuWindow* window) {
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render_window_ = window;
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}
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/// Initialize the renderer
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void RendererOpenGL::Init() {
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render_window_->MakeCurrent();
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glShadeModel(GL_SMOOTH);
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glStencilFunc(GL_ALWAYS, 0, 0);
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glBlendFunc(GL_ONE, GL_ONE);
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glViewport(0, 0, resolution_width_, resolution_height_);
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glClearDepth(1.0f);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glDepthFunc(GL_LEQUAL);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_SCISSOR_TEST);
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glScissor(0, 0, resolution_width_, resolution_height_);
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glClearDepth(1.0f);
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GLenum err = glewInit();
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if (GLEW_OK != err) {
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ERROR_LOG(RENDER, " Failed to initialize GLEW! Error message: \"%s\". Exiting...",
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glewGetErrorString(err));
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exit(-1);
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}
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// Initialize everything else
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// --------------------------
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InitFramebuffer();
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NOTICE_LOG(RENDER, "GL_VERSION: %s\n", glGetString(GL_VERSION));
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}
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/// Shutdown the renderer
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void RendererOpenGL::ShutDown() {
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}
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@ -0,0 +1,138 @@
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/**
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* Copyright (C) 2014 Citra Emulator
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*
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* @file renderer_opengl.h
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* @author bunnei
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* @date 2014-04-05
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* @brief Renderer for OpenGL 3.x
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*
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* @section LICENSE
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of
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* the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details at
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* http://www.gnu.org/copyleft/gpl.html
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*
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* Official project repository can be found at:
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* http://code.google.com/p/gekko-gc-emu/
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*/
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#pragma once
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#include <GL/glew.h>
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#include "common.h"
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#include "emu_window.h"
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#include "renderer_base.h"
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class RendererOpenGL : virtual public RendererBase {
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public:
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static const int kMaxFramebuffers = 2; ///< Maximum number of framebuffers
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RendererOpenGL();
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~RendererOpenGL();
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/// Swap buffers (render frame)
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void SwapBuffers();
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/**
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* Blits the EFB to the external framebuffer (XFB)
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* @param src_rect Source rectangle in EFB to copy
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* @param dst_rect Destination rectangle in EFB to copy to
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* @param dest_height Destination height in pixels
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*/
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void CopyToXFB(const Rect& src_rect, const Rect& dst_rect);
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/**
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* Clear the screen
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* @param rect Screen rectangle to clear
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* @param enable_color Enable color clearing
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* @param enable_alpha Enable alpha clearing
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* @param enable_z Enable depth clearing
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* @param color Clear color
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* @param z Clear depth
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*/
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void Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z,
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u32 color, u32 z);
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/// Sets the renderer viewport location, width, and height
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void SetViewport(int x, int y, int width, int height);
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/// Sets the renderer depthrange, znear and zfar
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void SetDepthRange(double znear, double zfar);
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/* Sets the scissor box
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* @param rect Renderer rectangle to set scissor box to
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*/
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void SetScissorBox(const Rect& rect);
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/**
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* Sets the line and point size
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* @param line_width Line width to use
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* @param point_size Point size to use
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*/
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void SetLinePointSize(f32 line_width, f32 point_size);
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/**
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* Set a specific render mode
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* @param flag Render flags mode to enable
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*/
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void SetMode(kRenderMode flags);
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/// Reset the full renderer API to the NULL state
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void ResetRenderState();
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/// Restore the full renderer API state - As the game set it
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void RestoreRenderState();
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/**
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* Set the emulator window to use for renderer
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* @param window EmuWindow handle to emulator window to use for rendering
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*/
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void SetWindow(EmuWindow* window);
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/// Initialize the renderer
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void Init();
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/// Shutdown the renderer
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void ShutDown();
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// Framebuffer object(s)
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// ---------------------
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GLuint fbo_[kMaxFramebuffers]; ///< Framebuffer objects
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private:
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/// Initialize the FBO
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void InitFramebuffer();
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// Blit the FBO to the OpenGL default framebuffer
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void RenderFramebuffer();
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/// Updates the framerate
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void UpdateFramerate();
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EmuWindow* render_window_;
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u32 last_mode_; ///< Last render mode
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int resolution_width_;
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int resolution_height_;
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// Framebuffer object(s)
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// ---------------------
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GLuint fbo_rbo_[kMaxFramebuffers]; ///< Render buffer objects
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GLuint fbo_depth_buffers_[kMaxFramebuffers]; ///< Depth buffers objects
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DISALLOW_COPY_AND_ASSIGN(RendererOpenGL);
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};
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