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@ -12,8 +12,8 @@
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/// RendererOpenGL constructor
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/// RendererOpenGL constructor
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RendererOpenGL::RendererOpenGL() {
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RendererOpenGL::RendererOpenGL() {
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memset(m_fbo, 0, sizeof(m_fbo));
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memset(m_fbo, 0, sizeof(m_fbo));
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memset(m_fbo_rbo, 0, sizeof(m_fbo_rbo));
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memset(m_fbo_rbo, 0, sizeof(m_fbo_rbo));
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memset(m_fbo_depth_buffers, 0, sizeof(m_fbo_depth_buffers));
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memset(m_fbo_depth_buffers, 0, sizeof(m_fbo_depth_buffers));
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m_resolution_width = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
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m_resolution_width = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
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@ -35,7 +35,7 @@ void RendererOpenGL::SwapBuffers() {
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m_render_window->MakeCurrent();
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m_render_window->MakeCurrent();
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// EFB->XFB copy
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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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// 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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// register write We're also treating both framebuffers as a single one in OpenGL.
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common::Rect framebuffer_size(0, 0, m_resolution_width, m_resolution_height);
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common::Rect framebuffer_size(0, 0, m_resolution_width, m_resolution_height);
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RenderXFB(framebuffer_size, framebuffer_size);
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RenderXFB(framebuffer_size, framebuffer_size);
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@ -61,24 +61,40 @@ void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) {
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int in_coord = 0;
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int in_coord = 0;
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for (int x = 0; x < VideoCore::kScreenTopWidth; x++) {
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for (int x = 0; x < VideoCore::kScreenTopWidth; x++) {
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for (int y = VideoCore::kScreenTopHeight-1; y >= 0; y--) {
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for (int y = VideoCore::kScreenTopHeight-1; y >= 0; y--) {
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// TODO: Properly support other framebuffer formats
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int out_coord = (x + y * VideoCore::kScreenTopWidth) * 3;
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int out_coord = (x + y * VideoCore::kScreenTopWidth) * 3;
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out[out_coord] = in[in_coord];
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out[out_coord] = in[in_coord]; // blue?
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out[out_coord + 1] = in[in_coord + 1];
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out[out_coord + 1] = in[in_coord + 1]; // green?
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out[out_coord + 2] = in[in_coord + 2];
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out[out_coord + 2] = in[in_coord + 2]; // red?
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in_coord+=3;
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in_coord+=3;
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}
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}
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}
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}
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}
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}
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/**
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/**
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* Renders external framebuffer (XFB)
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* Renders external framebuffer (XFB)
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* @param src_rect Source rectangle in XFB to copy
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* @param src_rect Source rectangle in XFB to copy
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* @param dst_rect Destination rectangle in output framebuffer to copy to
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* @param dst_rect Destination rectangle in output framebuffer to copy to
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*/
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*/
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void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect) {
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void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect) {
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FlipFramebuffer(GPU::GetFramebufferPointer(GPU::g_regs.framebuffer_top_left_1), m_xfb_top_flipped);
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const auto& framebuffer_top = GPU::g_regs.Get<GPU::Regs::FramebufferTop>();
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FlipFramebuffer(GPU::GetFramebufferPointer(GPU::g_regs.framebuffer_sub_left_1), m_xfb_bottom_flipped);
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const auto& framebuffer_sub = GPU::g_regs.Get<GPU::Regs::FramebufferBottom>();
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const u32 active_fb_top = (framebuffer_top.active_fb == 1)
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? framebuffer_top.address_left2
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: framebuffer_top.address_left1;
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const u32 active_fb_sub = (framebuffer_sub.active_fb == 1)
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? framebuffer_sub.address_left2
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: framebuffer_sub.address_left1;
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DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x",
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framebuffer_top.stride * framebuffer_top.height,
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GPU::GetFramebufferAddr(active_fb_top), (int)framebuffer_top.width,
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(int)framebuffer_top.height, (int)framebuffer_top.format);
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// TODO: This should consider the GPU registers for framebuffer width, height and stride.
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FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_top), m_xfb_top_flipped);
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FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_sub), m_xfb_bottom_flipped);
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// Blit the top framebuffer
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// Blit the top framebuffer
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// ------------------------
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// ------------------------
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@ -98,7 +114,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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// Blit
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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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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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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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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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@ -110,7 +126,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
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// Update textures with contents of XFB in RAM - bottom
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// Update textures with contents of XFB in RAM - bottom
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glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom);
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glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
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GL_RGB, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped);
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GL_BGR, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Render target is destination framebuffer
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// Render target is destination framebuffer
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@ -124,7 +140,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
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// Blit
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// Blit
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int offset = (VideoCore::kScreenTopWidth - VideoCore::kScreenBottomWidth) / 2;
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int offset = (VideoCore::kScreenTopWidth - VideoCore::kScreenBottomWidth) / 2;
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glBlitFramebuffer(0,0, VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight,
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glBlitFramebuffer(0,0, VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight,
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offset, VideoCore::kScreenBottomHeight, VideoCore::kScreenBottomWidth + offset, 0,
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offset, VideoCore::kScreenBottomHeight, VideoCore::kScreenBottomWidth + offset, 0,
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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@ -133,7 +149,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
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/// Initialize the FBO
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/// Initialize the FBO
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void RendererOpenGL::InitFramebuffer() {
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void RendererOpenGL::InitFramebuffer() {
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// TODO(bunnei): This should probably be implemented with the top screen and bottom screen as
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// TODO(bunnei): This should probably be implemented with the top screen and bottom screen as
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// separate framebuffers
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// separate framebuffers
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// Init the FBOs
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// Init the FBOs
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@ -146,12 +162,12 @@ void RendererOpenGL::InitFramebuffer() {
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for (int i = 0; i < kMaxFramebuffers; i++) {
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for (int i = 0; i < kMaxFramebuffers; i++) {
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// Generate color buffer storage
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// Generate color buffer storage
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glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_rbo[i]);
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glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_rbo[i]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth,
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth,
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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// Generate depth buffer storage
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// Generate depth buffer storage
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glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
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glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth,
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth,
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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// Attach the buffers
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// Attach the buffers
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@ -167,7 +183,7 @@ void RendererOpenGL::InitFramebuffer() {
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} else {
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} else {
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ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer");
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ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer");
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exit(1);
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exit(1);
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}
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}
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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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glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our frame buffer(s)
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@ -175,8 +191,8 @@ void RendererOpenGL::InitFramebuffer() {
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// -------------------------------
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// -------------------------------
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// Create XFB textures
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// Create XFB textures
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glGenTextures(1, &m_xfb_texture_top);
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glGenTextures(1, &m_xfb_texture_top);
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glGenTextures(1, &m_xfb_texture_bottom);
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glGenTextures(1, &m_xfb_texture_bottom);
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// Alocate video memorry for XFB textures
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// Alocate video memorry for XFB textures
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glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top);
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glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top);
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@ -192,13 +208,13 @@ void RendererOpenGL::InitFramebuffer() {
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// Create the FBO and attach color/depth textures
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// Create the FBO and attach color/depth textures
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glGenFramebuffers(1, &m_xfb_top); // Generate framebuffer
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glGenFramebuffers(1, &m_xfb_top); // Generate framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_top);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_top);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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m_xfb_texture_top, 0);
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m_xfb_texture_top, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glGenFramebuffers(1, &m_xfb_bottom); // Generate framebuffer
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glGenFramebuffers(1, &m_xfb_bottom); // Generate framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_bottom);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_bottom);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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m_xfb_texture_bottom, 0);
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m_xfb_texture_bottom, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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}
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@ -214,7 +230,7 @@ void RendererOpenGL::RenderFramebuffer() {
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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// Blit
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// Blit
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glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width,
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glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width,
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m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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// Update the FPS count
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// Update the FPS count
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@ -230,7 +246,7 @@ void RendererOpenGL::RenderFramebuffer() {
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void RendererOpenGL::UpdateFramerate() {
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void RendererOpenGL::UpdateFramerate() {
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}
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}
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/**
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/**
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* Set the emulator window to use for renderer
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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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* @param window EmuWindow handle to emulator window to use for rendering
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*/
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*/
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@ -264,7 +280,7 @@ void RendererOpenGL::Init() {
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GLenum err = glewInit();
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GLenum err = glewInit();
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if (GLEW_OK != err) {
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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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ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...",
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glewGetErrorString(err));
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glewGetErrorString(err));
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exit(-1);
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exit(-1);
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}
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}
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