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authorGravatar ReinUsesLisp2019-11-28 20:11:03 -0300
committerGravatar ReinUsesLisp2019-11-28 20:11:03 -0300
commit4589582eaf9aa5a1d9bc4e74ed71b0bf7903a1d2 (patch)
treea2ac5e7712b859821c0925f212810ff7e26539e9 /src
parentMerge pull request #3169 from lioncash/memory (diff)
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renderer_opengl: Move commentaries to header file
Diffstat (limited to 'src')
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp19
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.h14
2 files changed, 13 insertions, 20 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index a57a564f7..69fd735bd 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -62,9 +62,7 @@ void main() {
62} 62}
63)"; 63)";
64 64
65/** 65/// Vertex structure that the drawn screen rectangles are composed of.
66 * Vertex structure that the drawn screen rectangles are composed of.
67 */
68struct ScreenRectVertex { 66struct ScreenRectVertex {
69 ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) { 67 ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
70 position[0] = x; 68 position[0] = x;
@@ -138,9 +136,6 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
138 prev_state.Apply(); 136 prev_state.Apply();
139} 137}
140 138
141/**
142 * Loads framebuffer from emulated memory into the active OpenGL texture.
143 */
144void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) { 139void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
145 // Framebuffer orientation handling 140 // Framebuffer orientation handling
146 framebuffer_transform_flags = framebuffer.transform_flags; 141 framebuffer_transform_flags = framebuffer.transform_flags;
@@ -181,19 +176,12 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
181 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); 176 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
182} 177}
183 178
184/**
185 * Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can
186 * be 1x1 but will stretch across whatever it's rendered on.
187 */
188void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a, 179void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
189 const TextureInfo& texture) { 180 const TextureInfo& texture) {
190 const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r}; 181 const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r};
191 glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data); 182 glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data);
192} 183}
193 184
194/**
195 * Initializes the OpenGL state and creates persistent objects.
196 */
197void RendererOpenGL::InitOpenGLObjects() { 185void RendererOpenGL::InitOpenGLObjects() {
198 glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 186 glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
199 0.0f); 187 0.0f);
@@ -351,9 +339,6 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
351 state.Apply(); 339 state.Apply();
352} 340}
353 341
354/**
355 * Draws the emulated screens to the emulator window.
356 */
357void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { 342void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
358 if (renderer_settings.set_background_color) { 343 if (renderer_settings.set_background_color) {
359 // Update background color before drawing 344 // Update background color before drawing
@@ -381,7 +366,6 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
381 m_current_frame++; 366 m_current_frame++;
382} 367}
383 368
384/// Updates the framerate
385void RendererOpenGL::UpdateFramerate() {} 369void RendererOpenGL::UpdateFramerate() {}
386 370
387void RendererOpenGL::CaptureScreenshot() { 371void RendererOpenGL::CaptureScreenshot() {
@@ -495,7 +479,6 @@ bool RendererOpenGL::Init() {
495 return true; 479 return true;
496} 480}
497 481
498/// Shutdown the renderer
499void RendererOpenGL::ShutDown() {} 482void RendererOpenGL::ShutDown() {}
500 483
501} // namespace OpenGL 484} // namespace OpenGL
diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h
index cf26628ca..6bb620a31 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.h
+++ b/src/video_core/renderer_opengl/renderer_opengl.h
@@ -59,21 +59,31 @@ public:
59 void ShutDown() override; 59 void ShutDown() override;
60 60
61private: 61private:
62 /// Initializes the OpenGL state and creates persistent objects.
62 void InitOpenGLObjects(); 63 void InitOpenGLObjects();
64
63 void AddTelemetryFields(); 65 void AddTelemetryFields();
66
64 void CreateRasterizer(); 67 void CreateRasterizer();
65 68
66 void ConfigureFramebufferTexture(TextureInfo& texture, 69 void ConfigureFramebufferTexture(TextureInfo& texture,
67 const Tegra::FramebufferConfig& framebuffer); 70 const Tegra::FramebufferConfig& framebuffer);
71
72 /// Draws the emulated screens to the emulator window.
68 void DrawScreen(const Layout::FramebufferLayout& layout); 73 void DrawScreen(const Layout::FramebufferLayout& layout);
74
69 void DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h); 75 void DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h);
76
77 /// Updates the framerate.
70 void UpdateFramerate(); 78 void UpdateFramerate();
71 79
72 void CaptureScreenshot(); 80 void CaptureScreenshot();
73 81
74 // Loads framebuffer from emulated memory into the display information structure 82 /// Loads framebuffer from emulated memory into the active OpenGL texture.
75 void LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer); 83 void LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
76 // Fills active OpenGL texture with the given RGBA color. 84
85 /// Fills active OpenGL texture with the given RGB color.Since the color is solid, the texture
86 /// can be 1x1 but will stretch across whatever it's rendered on.
77 void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a, 87 void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
78 const TextureInfo& texture); 88 const TextureInfo& texture);
79 89