diff options
| author | 2014-04-08 19:25:03 -0400 | |
|---|---|---|
| committer | 2014-04-08 19:25:03 -0400 | |
| commit | 63e46abdb8764bc97e91bae862c8d461e61b1965 (patch) | |
| tree | e73f4aa25d7b4015a265e7bbfb6004dab7561027 /src/video_core/renderer_opengl | |
| parent | fixed some license headers that I missed (diff) | |
| download | yuzu-63e46abdb8764bc97e91bae862c8d461e61b1965.tar.gz yuzu-63e46abdb8764bc97e91bae862c8d461e61b1965.tar.xz yuzu-63e46abdb8764bc97e91bae862c8d461e61b1965.zip | |
got rid of 'src' folders in each sub-project
Diffstat (limited to 'src/video_core/renderer_opengl')
| -rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.cpp | 279 | ||||
| -rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.h | 91 |
2 files changed, 370 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp new file mode 100644 index 000000000..6010bcbc3 --- /dev/null +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp | |||
| @@ -0,0 +1,279 @@ | |||
| 1 | // Copyright 2014 Citra Emulator Project | ||
| 2 | // Licensed under GPLv2 | ||
| 3 | // Refer to the license.txt file included. | ||
| 4 | |||
| 5 | #include "mem_map.h" | ||
| 6 | #include "video_core.h" | ||
| 7 | #include "renderer_opengl/renderer_opengl.h" | ||
| 8 | |||
| 9 | |||
| 10 | /// RendererOpenGL constructor | ||
| 11 | RendererOpenGL::RendererOpenGL() { | ||
| 12 | memset(m_fbo, 0, sizeof(m_fbo)); | ||
| 13 | memset(m_fbo_rbo, 0, sizeof(m_fbo_rbo)); | ||
| 14 | memset(m_fbo_depth_buffers, 0, sizeof(m_fbo_depth_buffers)); | ||
| 15 | |||
| 16 | m_resolution_width = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth); | ||
| 17 | m_resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; | ||
| 18 | |||
| 19 | m_xfb_texture_top = 0; | ||
| 20 | m_xfb_texture_bottom = 0; | ||
| 21 | |||
| 22 | m_xfb_top = 0; | ||
| 23 | m_xfb_bottom = 0; | ||
| 24 | } | ||
| 25 | |||
| 26 | /// RendererOpenGL destructor | ||
| 27 | RendererOpenGL::~RendererOpenGL() { | ||
| 28 | } | ||
| 29 | |||
| 30 | /// Swap buffers (render frame) | ||
| 31 | void RendererOpenGL::SwapBuffers() { | ||
| 32 | // EFB->XFB copy | ||
| 33 | // TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some | ||
| 34 | // register write We're also treating both framebuffers as a single one in OpenGL. | ||
| 35 | Rect framebuffer_size(0, 0, m_resolution_width, m_resolution_height); | ||
| 36 | RenderXFB(framebuffer_size, framebuffer_size); | ||
| 37 | |||
| 38 | // XFB->Window copy | ||
| 39 | RenderFramebuffer(); | ||
| 40 | |||
| 41 | // Swap buffers | ||
| 42 | m_render_window->PollEvents(); | ||
| 43 | m_render_window->SwapBuffers(); | ||
| 44 | |||
| 45 | // Switch back to EFB and clear | ||
| 46 | glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]); | ||
| 47 | } | ||
| 48 | |||
| 49 | /** | ||
| 50 | * Helper function to flip framebuffer from left-to-right to top-to-bottom | ||
| 51 | * @param addr Address of framebuffer in RAM | ||
| 52 | * @param out Pointer to output buffer with flipped framebuffer | ||
| 53 | * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei | ||
| 54 | */ | ||
| 55 | void RendererOpenGL::FlipFramebuffer(u32 addr, u8* out) { | ||
| 56 | u8* in = Memory::GetPointer(addr); | ||
| 57 | for (int y = 0; y < VideoCore::kScreenTopHeight; y++) { | ||
| 58 | for (int x = 0; x < VideoCore::kScreenTopWidth; x++) { | ||
| 59 | int in_coord = (VideoCore::kScreenTopHeight * 3 * x) + (VideoCore::kScreenTopHeight * 3) | ||
| 60 | - (3 * y + 3); | ||
| 61 | int out_coord = (VideoCore::kScreenTopWidth * y * 3) + (x * 3); | ||
| 62 | |||
| 63 | out[out_coord + 0] = in[in_coord + 0]; | ||
| 64 | out[out_coord + 1] = in[in_coord + 1]; | ||
| 65 | out[out_coord + 2] = in[in_coord + 2]; | ||
| 66 | } | ||
| 67 | } | ||
| 68 | } | ||
| 69 | |||
| 70 | /** | ||
| 71 | * Renders external framebuffer (XFB) | ||
| 72 | * @param src_rect Source rectangle in XFB to copy | ||
| 73 | * @param dst_rect Destination rectangle in output framebuffer to copy to | ||
| 74 | */ | ||
| 75 | void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) { | ||
| 76 | |||
| 77 | FlipFramebuffer(0x20282160, m_xfb_top_flipped); | ||
| 78 | FlipFramebuffer(0x202118E0, m_xfb_bottom_flipped); | ||
| 79 | |||
| 80 | // Blit the top framebuffer | ||
| 81 | // ------------------------ | ||
| 82 | |||
| 83 | // Update textures with contents of XFB in RAM - top | ||
| 84 | glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top); | ||
| 85 | glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight, | ||
| 86 | GL_RGB, GL_UNSIGNED_BYTE, m_xfb_top_flipped); | ||
| 87 | glBindTexture(GL_TEXTURE_2D, 0); | ||
| 88 | |||
| 89 | // Render target is destination framebuffer | ||
| 90 | glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]); | ||
| 91 | glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight); | ||
| 92 | |||
| 93 | // Render source is our EFB | ||
| 94 | glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_top); | ||
| 95 | glReadBuffer(GL_COLOR_ATTACHMENT0); | ||
| 96 | |||
| 97 | // Blit | ||
| 98 | glBlitFramebuffer(src_rect.x0_, src_rect.y0_, src_rect.x1_, src_rect.y1_, | ||
| 99 | dst_rect.x0_, dst_rect.y1_, dst_rect.x1_, dst_rect.y0_, | ||
| 100 | GL_COLOR_BUFFER_BIT, GL_LINEAR); | ||
| 101 | |||
| 102 | glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); | ||
| 103 | |||
| 104 | // Blit the bottom framebuffer | ||
| 105 | // --------------------------- | ||
| 106 | |||
| 107 | // Update textures with contents of XFB in RAM - bottom | ||
| 108 | glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom); | ||
| 109 | glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight, | ||
| 110 | GL_RGB, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped); | ||
| 111 | glBindTexture(GL_TEXTURE_2D, 0); | ||
| 112 | |||
| 113 | // Render target is destination framebuffer | ||
| 114 | glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]); | ||
| 115 | glViewport(0, 0, | ||
| 116 | VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight); | ||
| 117 | |||
| 118 | // Render source is our EFB | ||
| 119 | glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_bottom); | ||
| 120 | glReadBuffer(GL_COLOR_ATTACHMENT0); | ||
| 121 | |||
| 122 | // Blit | ||
| 123 | int offset = (VideoCore::kScreenTopWidth - VideoCore::kScreenBottomWidth) / 2; | ||
| 124 | glBlitFramebuffer(0,0, VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight, | ||
| 125 | offset, VideoCore::kScreenBottomHeight, VideoCore::kScreenBottomWidth + offset, 0, | ||
| 126 | GL_COLOR_BUFFER_BIT, GL_LINEAR); | ||
| 127 | |||
| 128 | glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); | ||
| 129 | } | ||
| 130 | |||
| 131 | /// Initialize the FBO | ||
| 132 | void RendererOpenGL::InitFramebuffer() { | ||
| 133 | // TODO(bunnei): This should probably be implemented with the top screen and bottom screen as | ||
| 134 | // separate framebuffers | ||
| 135 | |||
| 136 | // Init the FBOs | ||
| 137 | // ------------- | ||
| 138 | |||
| 139 | glGenFramebuffers(kMaxFramebuffers, m_fbo); // Generate primary framebuffer | ||
| 140 | glGenRenderbuffers(kMaxFramebuffers, m_fbo_rbo); // Generate primary RBOs | ||
| 141 | glGenRenderbuffers(kMaxFramebuffers, m_fbo_depth_buffers); // Generate primary depth buffer | ||
| 142 | |||
| 143 | for (int i = 0; i < kMaxFramebuffers; i++) { | ||
| 144 | // Generate color buffer storage | ||
| 145 | glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_rbo[i]); | ||
| 146 | glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth, | ||
| 147 | VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight); | ||
| 148 | |||
| 149 | // Generate depth buffer storage | ||
| 150 | glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_depth_buffers[i]); | ||
| 151 | glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth, | ||
| 152 | VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight); | ||
| 153 | |||
| 154 | // Attach the buffers | ||
| 155 | glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[i]); | ||
| 156 | glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, | ||
| 157 | GL_RENDERBUFFER, m_fbo_depth_buffers[i]); | ||
| 158 | glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, | ||
| 159 | GL_RENDERBUFFER, m_fbo_rbo[i]); | ||
| 160 | |||
| 161 | // Check for completeness | ||
| 162 | if (GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)) { | ||
| 163 | NOTICE_LOG(RENDER, "framebuffer(%d) initialized ok", i); | ||
| 164 | } else { | ||
| 165 | ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer"); | ||
| 166 | exit(1); | ||
| 167 | } | ||
| 168 | } | ||
| 169 | glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our frame buffer(s) | ||
| 170 | |||
| 171 | // Initialize framebuffer textures | ||
| 172 | // ------------------------------- | ||
| 173 | |||
| 174 | // Create XFB textures | ||
| 175 | glGenTextures(1, &m_xfb_texture_top); | ||
| 176 | glGenTextures(1, &m_xfb_texture_bottom); | ||
| 177 | |||
| 178 | // Alocate video memorry for XFB textures | ||
| 179 | glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top); | ||
| 180 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight, | ||
| 181 | 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); | ||
| 182 | glBindTexture(GL_TEXTURE_2D, 0); | ||
| 183 | |||
| 184 | glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom); | ||
| 185 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight, | ||
| 186 | 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); | ||
| 187 | glBindTexture(GL_TEXTURE_2D, 0); | ||
| 188 | |||
| 189 | // Create the FBO and attach color/depth textures | ||
| 190 | glGenFramebuffers(1, &m_xfb_top); // Generate framebuffer | ||
| 191 | glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_top); | ||
| 192 | glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, | ||
| 193 | m_xfb_texture_top, 0); | ||
| 194 | glBindFramebuffer(GL_FRAMEBUFFER, 0); | ||
| 195 | |||
| 196 | glGenFramebuffers(1, &m_xfb_bottom); // Generate framebuffer | ||
| 197 | glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_bottom); | ||
| 198 | glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, | ||
| 199 | m_xfb_texture_bottom, 0); | ||
| 200 | glBindFramebuffer(GL_FRAMEBUFFER, 0); | ||
| 201 | } | ||
| 202 | |||
| 203 | /// Blit the FBO to the OpenGL default framebuffer | ||
| 204 | void RendererOpenGL::RenderFramebuffer() { | ||
| 205 | // Render target is default framebuffer | ||
| 206 | glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); | ||
| 207 | glViewport(0, 0, m_resolution_width, m_resolution_height); | ||
| 208 | |||
| 209 | // Render source is our XFB | ||
| 210 | glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]); | ||
| 211 | glReadBuffer(GL_COLOR_ATTACHMENT0); | ||
| 212 | |||
| 213 | // Blit | ||
| 214 | glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width, | ||
| 215 | m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR); | ||
| 216 | |||
| 217 | // Update the FPS count | ||
| 218 | UpdateFramerate(); | ||
| 219 | |||
| 220 | // Rebind EFB | ||
| 221 | glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]); | ||
| 222 | |||
| 223 | m_current_frame++; | ||
| 224 | } | ||
| 225 | |||
| 226 | /// Updates the framerate | ||
| 227 | void RendererOpenGL::UpdateFramerate() { | ||
| 228 | } | ||
| 229 | |||
| 230 | /** | ||
| 231 | * Set the emulator window to use for renderer | ||
| 232 | * @param window EmuWindow handle to emulator window to use for rendering | ||
| 233 | */ | ||
| 234 | void RendererOpenGL::SetWindow(EmuWindow* window) { | ||
| 235 | m_render_window = window; | ||
| 236 | } | ||
| 237 | |||
| 238 | /// Initialize the renderer | ||
| 239 | void RendererOpenGL::Init() { | ||
| 240 | m_render_window->MakeCurrent(); | ||
| 241 | glShadeModel(GL_SMOOTH); | ||
| 242 | |||
| 243 | |||
| 244 | glStencilFunc(GL_ALWAYS, 0, 0); | ||
| 245 | glBlendFunc(GL_ONE, GL_ONE); | ||
| 246 | |||
| 247 | glViewport(0, 0, m_resolution_width, m_resolution_height); | ||
| 248 | |||
| 249 | glClearDepth(1.0f); | ||
| 250 | glEnable(GL_DEPTH_TEST); | ||
| 251 | glDisable(GL_LIGHTING); | ||
| 252 | glDepthFunc(GL_LEQUAL); | ||
| 253 | |||
| 254 | glPixelStorei(GL_UNPACK_ALIGNMENT, 4); | ||
| 255 | |||
| 256 | glDisable(GL_STENCIL_TEST); | ||
| 257 | glEnable(GL_SCISSOR_TEST); | ||
| 258 | |||
| 259 | glScissor(0, 0, m_resolution_width, m_resolution_height); | ||
| 260 | glClearDepth(1.0f); | ||
| 261 | |||
| 262 | GLenum err = glewInit(); | ||
| 263 | if (GLEW_OK != err) { | ||
| 264 | ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...", | ||
| 265 | glewGetErrorString(err)); | ||
| 266 | exit(-1); | ||
| 267 | } | ||
| 268 | |||
| 269 | // Initialize everything else | ||
| 270 | // -------------------------- | ||
| 271 | |||
| 272 | InitFramebuffer(); | ||
| 273 | |||
| 274 | NOTICE_LOG(RENDER, "GL_VERSION: %s\n", glGetString(GL_VERSION)); | ||
| 275 | } | ||
| 276 | |||
| 277 | /// Shutdown the renderer | ||
| 278 | void RendererOpenGL::ShutDown() { | ||
| 279 | } | ||
diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h new file mode 100644 index 000000000..86dc7b70e --- /dev/null +++ b/src/video_core/renderer_opengl/renderer_opengl.h | |||
| @@ -0,0 +1,91 @@ | |||
| 1 | // Copyright 2014 Citra Emulator Project | ||
| 2 | // Licensed under GPLv2 | ||
| 3 | // Refer to the license.txt file included. | ||
| 4 | |||
| 5 | #pragma once | ||
| 6 | |||
| 7 | #include <GL/glew.h> | ||
| 8 | |||
| 9 | #include "common.h" | ||
| 10 | #include "emu_window.h" | ||
| 11 | |||
| 12 | #include "renderer_base.h" | ||
| 13 | |||
| 14 | |||
| 15 | class RendererOpenGL : virtual public RendererBase { | ||
| 16 | public: | ||
| 17 | |||
| 18 | static const int kMaxFramebuffers = 2; ///< Maximum number of framebuffers | ||
| 19 | |||
| 20 | RendererOpenGL(); | ||
| 21 | ~RendererOpenGL(); | ||
| 22 | |||
| 23 | /// Swap buffers (render frame) | ||
| 24 | void SwapBuffers(); | ||
| 25 | |||
| 26 | /** | ||
| 27 | * Renders external framebuffer (XFB) | ||
| 28 | * @param src_rect Source rectangle in XFB to copy | ||
| 29 | * @param dst_rect Destination rectangle in output framebuffer to copy to | ||
| 30 | */ | ||
| 31 | void RenderXFB(const Rect& src_rect, const Rect& dst_rect); | ||
| 32 | |||
| 33 | /** | ||
| 34 | * Set the emulator window to use for renderer | ||
| 35 | * @param window EmuWindow handle to emulator window to use for rendering | ||
| 36 | */ | ||
| 37 | void SetWindow(EmuWindow* window); | ||
| 38 | |||
| 39 | /// Initialize the renderer | ||
| 40 | void Init(); | ||
| 41 | |||
| 42 | /// Shutdown the renderer | ||
| 43 | void ShutDown(); | ||
| 44 | |||
| 45 | private: | ||
| 46 | |||
| 47 | /// Initialize the FBO | ||
| 48 | void InitFramebuffer(); | ||
| 49 | |||
| 50 | // Blit the FBO to the OpenGL default framebuffer | ||
| 51 | void RenderFramebuffer(); | ||
| 52 | |||
| 53 | /// Updates the framerate | ||
| 54 | void UpdateFramerate(); | ||
| 55 | |||
| 56 | /** | ||
| 57 | * Helper function to flip framebuffer from left-to-right to top-to-bottom | ||
| 58 | * @param addr Address of framebuffer in RAM | ||
| 59 | * @param out Pointer to output buffer with flipped framebuffer | ||
| 60 | * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei | ||
| 61 | */ | ||
| 62 | void RendererOpenGL::FlipFramebuffer(u32 addr, u8* out); | ||
| 63 | |||
| 64 | |||
| 65 | EmuWindow* m_render_window; ///< Handle to render window | ||
| 66 | u32 m_last_mode; ///< Last render mode | ||
| 67 | |||
| 68 | int m_resolution_width; ///< Current resolution width | ||
| 69 | int m_resolution_height; ///< Current resolution height | ||
| 70 | |||
| 71 | // Framebuffers | ||
| 72 | // ------------ | ||
| 73 | |||
| 74 | GLuint m_fbo[kMaxFramebuffers]; ///< Framebuffer objects | ||
| 75 | GLuint m_fbo_rbo[kMaxFramebuffers]; ///< Render buffer objects | ||
| 76 | GLuint m_fbo_depth_buffers[kMaxFramebuffers]; ///< Depth buffers objects | ||
| 77 | |||
| 78 | GLuint m_xfb_texture_top; ///< GL handle to top framebuffer texture | ||
| 79 | GLuint m_xfb_texture_bottom; ///< GL handle to bottom framebuffer texture | ||
| 80 | |||
| 81 | GLuint m_xfb_top; ///< GL handle to top framebuffer | ||
| 82 | GLuint m_xfb_bottom; ///< GL handle to bottom framebuffer | ||
| 83 | |||
| 84 | // "Flipped" framebuffers translate scanlines from native 3DS left-to-right to top-to-bottom | ||
| 85 | // as OpenGL expects them in a texture. There probably is a more efficient way of doing this: | ||
| 86 | |||
| 87 | u8 m_xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth * 4]; | ||
| 88 | u8 m_xfb_bottom_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth * 4]; | ||
| 89 | |||
| 90 | DISALLOW_COPY_AND_ASSIGN(RendererOpenGL); | ||
| 91 | }; \ No newline at end of file | ||