Merge pull request #79 from bunnei/framebuffer-render-fixes

VideoCore: Fixes rendering issues on Qt and corrects framebuffer output size.
master
bunnei 2014-08-26 18:10:23 +07:00
commit 1a7bbe2569
5 changed files with 23 additions and 17 deletions

@ -84,7 +84,7 @@ inline void Write(u32 addr, const T data) {
for (int y = 0; y < config.output_height; ++y) { for (int y = 0; y < config.output_height; ++y) {
// TODO: Why does the register seem to hold twice the framebuffer width? // TODO: Why does the register seem to hold twice the framebuffer width?
for (int x = 0; x < config.output_width / 2; ++x) { for (int x = 0; x < config.output_width; ++x) {
struct { struct {
int r, g, b, a; int r, g, b, a;
} source_color = { 0, 0, 0, 0 }; } source_color = { 0, 0, 0, 0 };
@ -93,7 +93,7 @@ inline void Write(u32 addr, const T data) {
case Regs::FramebufferFormat::RGBA8: case Regs::FramebufferFormat::RGBA8:
{ {
// TODO: Most likely got the component order messed up. // TODO: Most likely got the component order messed up.
u8* srcptr = source_pointer + x * 4 + y * config.input_width * 4 / 2; u8* srcptr = source_pointer + x * 4 + y * config.input_width * 4;
source_color.r = srcptr[0]; // blue source_color.r = srcptr[0]; // blue
source_color.g = srcptr[1]; // green source_color.g = srcptr[1]; // green
source_color.b = srcptr[2]; // red source_color.b = srcptr[2]; // red
@ -121,7 +121,7 @@ inline void Write(u32 addr, const T data) {
case Regs::FramebufferFormat::RGB8: case Regs::FramebufferFormat::RGB8:
{ {
// TODO: Most likely got the component order messed up. // TODO: Most likely got the component order messed up.
u8* dstptr = dest_pointer + x * 3 + y * config.output_width * 3 / 2; u8* dstptr = dest_pointer + x * 3 + y * config.output_width * 3;
dstptr[0] = source_color.r; // blue dstptr[0] = source_color.r; // blue
dstptr[1] = source_color.g; // green dstptr[1] = source_color.g; // green
dstptr[2] = source_color.b; // red dstptr[2] = source_color.b; // red
@ -217,16 +217,15 @@ void Init() {
framebuffer_sub.address_right1 = 0x184C7800; framebuffer_sub.address_right1 = 0x184C7800;
//framebuffer_sub.address_right2 = unknown; //framebuffer_sub.address_right2 = unknown;
// TODO: Width should be 240 instead? framebuffer_top.width = 240;
framebuffer_top.width = 480;
framebuffer_top.height = 400; framebuffer_top.height = 400;
framebuffer_top.stride = 480*3; framebuffer_top.stride = 3 * 240;
framebuffer_top.color_format = Regs::FramebufferFormat::RGB8; framebuffer_top.color_format = Regs::FramebufferFormat::RGB8;
framebuffer_top.active_fb = 0; framebuffer_top.active_fb = 0;
framebuffer_sub.width = 480; framebuffer_sub.width = 240;
framebuffer_sub.height = 400; framebuffer_sub.height = 320;
framebuffer_sub.stride = 480*3; framebuffer_sub.stride = 3 * 240;
framebuffer_sub.color_format = Regs::FramebufferFormat::RGB8; framebuffer_sub.color_format = Regs::FramebufferFormat::RGB8;
framebuffer_sub.active_fb = 0; framebuffer_sub.active_fb = 0;

@ -92,7 +92,7 @@ static void InitScreenCoordinates(OutputVertex& vtx)
viewport.offset_z = float24::FromRawFloat24(registers.viewport_depth_far_plane); viewport.offset_z = float24::FromRawFloat24(registers.viewport_depth_far_plane);
// TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not // TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not
vtx.screenpos[0] = (vtx.pos.x / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_x / float24::FromFloat32(2.0) + viewport.offset_x; vtx.screenpos[0] = (vtx.pos.x / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
vtx.screenpos[1] = (vtx.pos.y / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y; vtx.screenpos[1] = (vtx.pos.y / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
vtx.screenpos[2] = viewport.offset_z - vtx.pos.z / vtx.pos.w * viewport.zscale; vtx.screenpos[2] = viewport.offset_z - vtx.pos.z / vtx.pos.w * viewport.zscale;
} }

@ -22,21 +22,21 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b(); u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b();
// Assuming RGBA8 format until actual framebuffer format handling is implemented // Assuming RGBA8 format until actual framebuffer format handling is implemented
*(color_buffer + x + y * registers.framebuffer.GetWidth() / 2) = value; *(color_buffer + x + y * registers.framebuffer.GetWidth()) = value;
} }
static u32 GetDepth(int x, int y) { static u32 GetDepth(int x, int y) {
u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress()); u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress());
// Assuming 16-bit depth buffer format until actual format handling is implemented // Assuming 16-bit depth buffer format until actual format handling is implemented
return *(depth_buffer + x + y * registers.framebuffer.GetWidth() / 2); return *(depth_buffer + x + y * registers.framebuffer.GetWidth());
} }
static void SetDepth(int x, int y, u16 value) { static void SetDepth(int x, int y, u16 value) {
u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress()); u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress());
// Assuming 16-bit depth buffer format until actual format handling is implemented // Assuming 16-bit depth buffer format until actual format handling is implemented
*(depth_buffer + x + y * registers.framebuffer.GetWidth() / 2) = value; *(depth_buffer + x + y * registers.framebuffer.GetWidth()) = value;
} }
void ProcessTriangle(const VertexShader::OutputVertex& v0, void ProcessTriangle(const VertexShader::OutputVertex& v0,

@ -49,12 +49,17 @@ RendererOpenGL::RendererOpenGL() {
resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
// Initialize screen info // Initialize screen info
const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
screen_info.Top().width = VideoCore::kScreenTopWidth; screen_info.Top().width = VideoCore::kScreenTopWidth;
screen_info.Top().height = VideoCore::kScreenTopHeight; screen_info.Top().height = VideoCore::kScreenTopHeight;
screen_info.Top().stride = framebuffer_top.stride;
screen_info.Top().flipped_xfb_data = xfb_top_flipped; screen_info.Top().flipped_xfb_data = xfb_top_flipped;
screen_info.Bottom().width = VideoCore::kScreenBottomWidth; screen_info.Bottom().width = VideoCore::kScreenBottomWidth;
screen_info.Bottom().height = VideoCore::kScreenBottomHeight; screen_info.Bottom().height = VideoCore::kScreenBottomHeight;
screen_info.Bottom().stride = framebuffer_sub.stride;
screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped; screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped;
} }
@ -90,8 +95,8 @@ void RendererOpenGL::SwapBuffers() {
* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
*/ */
void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) { void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) {
int in_coord = 0;
for (int x = 0; x < screen_info.width; x++) { for (int x = 0; x < screen_info.width; x++) {
int in_coord = x * screen_info.stride;
for (int y = screen_info.height-1; y >= 0; y--) { for (int y = screen_info.height-1; y >= 0; y--) {
// TODO: Properly support other framebuffer formats // TODO: Properly support other framebuffer formats
int out_coord = (x + y * screen_info.width) * 3; int out_coord = (x + y * screen_info.width) * 3;
@ -184,6 +189,7 @@ void RendererOpenGL::InitFramebuffer() {
} }
void RendererOpenGL::RenderFramebuffer() { void RendererOpenGL::RenderFramebuffer() {
glViewport(0, 0, resolution_width, resolution_height);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program_id); glUseProgram(program_id);

@ -57,6 +57,7 @@ private:
// Properties // Properties
int width; int width;
int height; int height;
int stride; ///< Number of bytes between the coordinates (0,0) and (1,0)
// OpenGL object IDs // OpenGL object IDs
GLuint texture_id; GLuint texture_id;