Rework OpenGL renderer.
The OpenGL renderer has been revised, with the following changes: - Initialization and rendering have been refactored to reduce the number of redundant objects used. - Framebuffer rotation is now done directly, using texture mapping. - Vertex coordinates are now given in pixels, and the projection matrix isn't hardcoded anymore.
This commit is contained in:
		 Yuri Kunde Schlesner
					Yuri Kunde Schlesner
				
			
				
					committed by
					
						 Tony Wasserka
						Tony Wasserka
					
				
			
			
				
	
			
			
			 Tony Wasserka
						Tony Wasserka
					
				
			
						parent
						
							fec7f6b035
						
					
				
				
					commit
					11642fd3a2
				
			| @@ -6,34 +6,40 @@ | ||||
|  | ||||
| namespace GLShaders { | ||||
|  | ||||
| static const char g_vertex_shader[] = R"( | ||||
| const char g_vertex_shader[] = R"( | ||||
| #version 150 core | ||||
| in vec3 position; | ||||
| in vec2 texCoord; | ||||
|  | ||||
| out vec2 UV; | ||||
| in vec2 vert_position; | ||||
| in vec2 vert_tex_coord; | ||||
| out vec2 frag_tex_coord; | ||||
|  | ||||
| mat3 window_scale = mat3( | ||||
|                          vec3(1.0, 0.0, 0.0), | ||||
|                          vec3(0.0, 5.0/6.0, 0.0), // TODO(princesspeachum): replace hard-coded aspect with uniform | ||||
|                          vec3(0.0, 0.0, 1.0) | ||||
|                          ); | ||||
| // This is a truncated 3x3 matrix for 2D transformations: | ||||
| // The upper-left 2x2 submatrix performs scaling/rotation/mirroring. | ||||
| // The third column performs translation. | ||||
| // The third row could be used for projection, which we don't need in 2D. It hence is assumed to | ||||
| // implicitly be [0, 0, 1] | ||||
| uniform mat3x2 modelview_matrix; | ||||
|  | ||||
| void main() { | ||||
|     gl_Position.xyz = window_scale * position; | ||||
|     gl_Position.w = 1.0; | ||||
|     // Multiply input position by the rotscale part of the matrix and then manually translate by | ||||
|     // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector | ||||
|     // to `vec3(vert_position.xy, 1.0)` | ||||
|     gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0); | ||||
|     frag_tex_coord = vert_tex_coord; | ||||
| } | ||||
| )"; | ||||
|  | ||||
|     UV = texCoord; | ||||
| })"; | ||||
|  | ||||
| static const char g_fragment_shader[] = R"( | ||||
| const char g_fragment_shader[] = R"( | ||||
| #version 150 core | ||||
| in vec2 UV; | ||||
| out vec3 color; | ||||
| uniform sampler2D sampler; | ||||
|  | ||||
| in vec2 frag_tex_coord; | ||||
| out vec4 color; | ||||
|  | ||||
| uniform sampler2D color_texture; | ||||
|  | ||||
| void main() { | ||||
|     color = texture(sampler, UV).rgb; | ||||
| })"; | ||||
|     color = texture(color_texture, frag_tex_coord); | ||||
| } | ||||
| )"; | ||||
|  | ||||
| } | ||||
|   | ||||
| @@ -3,64 +3,51 @@ | ||||
| // Refer to the license.txt file included. | ||||
|  | ||||
| #include "core/hw/gpu.h" | ||||
|  | ||||
| #include "core/mem_map.h" | ||||
| #include "common/emu_window.h" | ||||
| #include "video_core/video_core.h" | ||||
| #include "video_core/renderer_opengl/renderer_opengl.h" | ||||
| #include "video_core/renderer_opengl/gl_shader_util.h" | ||||
| #include "video_core/renderer_opengl/gl_shaders.h" | ||||
|  | ||||
| #include "core/mem_map.h" | ||||
|  | ||||
| #include <algorithm> | ||||
|  | ||||
| static const GLfloat kViewportAspectRatio = | ||||
|     (static_cast<float>(VideoCore::kScreenTopHeight) + VideoCore::kScreenBottomHeight) / VideoCore::kScreenTopWidth; | ||||
| /** | ||||
|  * Vertex structure that the drawn screen rectangles are composed of. | ||||
|  */ | ||||
| struct ScreenRectVertex { | ||||
|     ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) { | ||||
|         position[0] = x; | ||||
|         position[1] = y; | ||||
|         tex_coord[0] = u; | ||||
|         tex_coord[1] = v; | ||||
|     } | ||||
|  | ||||
| // Fullscreen quad dimensions | ||||
| static const GLfloat kTopScreenWidthNormalized = 2; | ||||
| static const GLfloat kTopScreenHeightNormalized    = kTopScreenWidthNormalized    * (static_cast<float>(VideoCore::kScreenTopHeight)    / VideoCore::kScreenTopWidth); | ||||
| static const GLfloat kBottomScreenWidthNormalized  = kTopScreenWidthNormalized    * (static_cast<float>(VideoCore::kScreenBottomWidth)  / VideoCore::kScreenTopWidth); | ||||
| static const GLfloat kBottomScreenHeightNormalized = kBottomScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth); | ||||
|  | ||||
| static const GLfloat g_vbuffer_top[] = { | ||||
|     // x,   y                           z     u     v | ||||
|     -1.0f, 0.0f,                       0.0f, 0.0f, 1.0f, | ||||
|      1.0f, 0.0f,                       0.0f, 1.0f, 1.0f, | ||||
|      1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f, | ||||
|      1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f, | ||||
|     -1.0f, kTopScreenHeightNormalized, 0.0f, 0.0f, 0.0f, | ||||
|     -1.0f, 0.0f,                       0.0f, 0.0f, 1.0f | ||||
|     GLfloat position[2]; | ||||
|     GLfloat tex_coord[2]; | ||||
| }; | ||||
|  | ||||
| static const GLfloat g_vbuffer_bottom[] = { | ||||
|     // x                                   y                              z     u     v | ||||
|     -(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f, | ||||
|      (kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 1.0f, 1.0f, | ||||
|      (kBottomScreenWidthNormalized / 2),  0.0f,                          0.0f, 1.0f, 0.0f, | ||||
|      (kBottomScreenWidthNormalized / 2),  0.0f,                          0.0f, 1.0f, 0.0f, | ||||
|     -(kBottomScreenWidthNormalized / 2),  0.0f,                          0.0f, 0.0f, 0.0f, | ||||
|     -(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f | ||||
| }; | ||||
| /** | ||||
|  * Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left | ||||
|  * corner and (width, height) on the lower-bottom. | ||||
|  * | ||||
|  * The projection part of the matrix is trivial, hence these operations are represented | ||||
|  * by a 3x2 matrix. | ||||
|  */ | ||||
| static std::array<GLfloat, 3*2> MakeOrthographicMatrix(const float width, const float height) { | ||||
|     std::array<GLfloat, 3*2> matrix; | ||||
|  | ||||
|     matrix[0] = 2.f / width; matrix[2] = 0.f;           matrix[4] = -1.f; | ||||
|     matrix[1] = 0.f;         matrix[3] = -2.f / height; matrix[5] = 1.f; | ||||
|     // Last matrix row is implicitly assumed to be [0, 0, 1]. | ||||
|  | ||||
|     return matrix; | ||||
| } | ||||
|  | ||||
| /// RendererOpenGL constructor | ||||
| RendererOpenGL::RendererOpenGL() { | ||||
|  | ||||
|     resolution_width  = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth); | ||||
|     resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; | ||||
|  | ||||
|     // 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().height              = VideoCore::kScreenTopHeight; | ||||
|     screen_info.Top().stride              = framebuffer_top.stride; | ||||
|     screen_info.Top().flipped_xfb_data    = xfb_top_flipped; | ||||
|  | ||||
|     screen_info.Bottom().width            = VideoCore::kScreenBottomWidth; | ||||
|     screen_info.Bottom().height           = VideoCore::kScreenBottomHeight; | ||||
|     screen_info.Bottom().stride           = framebuffer_sub.stride; | ||||
|     screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped; | ||||
| } | ||||
|  | ||||
| /// RendererOpenGL destructor | ||||
| @@ -71,16 +58,23 @@ RendererOpenGL::~RendererOpenGL() { | ||||
| void RendererOpenGL::SwapBuffers() { | ||||
|     render_window->MakeCurrent(); | ||||
|  | ||||
|     // EFB->XFB copy | ||||
|     // TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some | ||||
|     // register write. | ||||
|     // | ||||
|     // TODO(princesspeachum): (related to above^) this should only be called when there's new data, not every frame. | ||||
|     // Currently this uploads data that shouldn't have changed. | ||||
|     Common::Rect framebuffer_size(0, 0, resolution_width, resolution_height); | ||||
|     RenderXFB(framebuffer_size, framebuffer_size); | ||||
|     for(int i : {0, 1}) { | ||||
|         const auto& framebuffer = GPU::g_regs.framebuffer_config[i]; | ||||
|  | ||||
|         if (textures[i].width != framebuffer.width || textures[i].height != framebuffer.height) { | ||||
|             // Reallocate texture if the framebuffer size has changed. | ||||
|             // This is expected to not happen very often and hence should not be a | ||||
|             // performance problem. | ||||
|             glBindTexture(GL_TEXTURE_2D, textures[i].handle); | ||||
|             glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0, | ||||
|                 GL_BGR, GL_UNSIGNED_BYTE, nullptr); | ||||
|             textures[i].width = framebuffer.width; | ||||
|             textures[i].height = framebuffer.height; | ||||
|         } | ||||
|  | ||||
|         LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]); | ||||
|     } | ||||
|  | ||||
|     // XFB->Window copy | ||||
|     DrawScreens(); | ||||
|  | ||||
|     // Swap buffers | ||||
| @@ -89,115 +83,110 @@ void RendererOpenGL::SwapBuffers() { | ||||
| } | ||||
|  | ||||
| /** | ||||
|  * Helper function to flip framebuffer from left-to-right to top-to-bottom | ||||
|  * @param raw_data Pointer to input raw framebuffer in V/RAM | ||||
|  * @param screen_info ScreenInfo structure with screen size and output buffer pointer | ||||
|  * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei | ||||
|  * Loads framebuffer from emulated memory into the active OpenGL texture. | ||||
|  */ | ||||
| void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) { | ||||
|     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--) { | ||||
|             // TODO: Properly support other framebuffer formats | ||||
|             int out_coord = (x + y * screen_info.width) * 3; | ||||
|             screen_info.flipped_xfb_data[out_coord] = raw_data[in_coord + 2];       // Red | ||||
|             screen_info.flipped_xfb_data[out_coord + 1] = raw_data[in_coord + 1];   // Green | ||||
|             screen_info.flipped_xfb_data[out_coord + 2] = raw_data[in_coord];       // Blue | ||||
|             in_coord += 3; | ||||
|         } | ||||
|     } | ||||
| } | ||||
| void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer, | ||||
|                                              const TextureInfo& texture) { | ||||
|     const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress( | ||||
|         framebuffer.active_fb == 1 ? framebuffer.address_left2 : framebuffer.address_left1); | ||||
|  | ||||
| /** | ||||
|  * Renders external framebuffer (XFB) | ||||
|  * @param src_rect Source rectangle in XFB to copy | ||||
|  * @param dst_rect Destination rectangle in output framebuffer to copy to | ||||
|  */ | ||||
| void RendererOpenGL::RenderXFB(const Common::Rect& src_rect, const Common::Rect& dst_rect) { | ||||
|     const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0]; | ||||
|     const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1]; | ||||
|     const u32 active_fb_top = (framebuffer_top.active_fb == 1) | ||||
|                             ? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2) | ||||
|                             : Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1); | ||||
|     const u32 active_fb_sub = (framebuffer_sub.active_fb == 1) | ||||
|                             ? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2) | ||||
|                             : Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1); | ||||
|     DEBUG_LOG(GPU, "0x%08x bytes from 0x%08x(%dx%d), fmt %x", | ||||
|         framebuffer.stride * framebuffer.height, | ||||
|         framebuffer_vaddr, (int)framebuffer.width, | ||||
|         (int)framebuffer.height, (int)framebuffer.format); | ||||
|  | ||||
|     DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x", | ||||
|               framebuffer_top.stride * framebuffer_top.height, | ||||
|               active_fb_top, (int)framebuffer_top.width, | ||||
|               (int)framebuffer_top.height, (int)framebuffer_top.format); | ||||
|     const u8* framebuffer_data = Memory::GetPointer(framebuffer_vaddr); | ||||
|  | ||||
|     FlipFramebuffer(Memory::GetPointer(active_fb_top), screen_info.Top()); | ||||
|     FlipFramebuffer(Memory::GetPointer(active_fb_sub), screen_info.Bottom()); | ||||
|     // TODO: Handle other pixel formats | ||||
|     _dbg_assert_msg_(RENDER, framebuffer.color_format == GPU::Regs::PixelFormat::RGB8, | ||||
|                      "Unsupported 3DS pixel format."); | ||||
|  | ||||
|     for (int i = 0; i < 2; i++) { | ||||
|         ScreenInfo* current_screen = &screen_info[i]; | ||||
|     size_t pixel_stride = framebuffer.stride / 3; | ||||
|     // OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately | ||||
|     _dbg_assert_(RENDER, pixel_stride * 3 == framebuffer.stride); | ||||
|     // Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default | ||||
|     // only allows rows to have a memory alignement of 4. | ||||
|     _dbg_assert_(RENDER, pixel_stride % 4 == 0); | ||||
|  | ||||
|         glBindTexture(GL_TEXTURE_2D, current_screen->texture_id); | ||||
|     glBindTexture(GL_TEXTURE_2D, texture.handle); | ||||
|     glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride); | ||||
|  | ||||
|         // TODO: This should consider the GPU registers for framebuffer width, height and stride. | ||||
|         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, current_screen->width, current_screen->height, | ||||
|                         GL_RGB, GL_UNSIGNED_BYTE, current_screen->flipped_xfb_data); | ||||
|     } | ||||
|     // Update existing texture | ||||
|     // TODO: Test what happens on hardware when you change the framebuffer dimensions so that they | ||||
|     //       differ from the LCD resolution. | ||||
|     // TODO: Applications could theoretically crash Citra here by specifying too large | ||||
|     //       framebuffer sizes. We should make sure that this cannot happen. | ||||
|     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height, | ||||
|         GL_BGR, GL_UNSIGNED_BYTE, framebuffer_data); | ||||
|  | ||||
|     glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); | ||||
|  | ||||
|     glBindTexture(GL_TEXTURE_2D, 0); | ||||
|  | ||||
|     // TODO(princesspeachum): | ||||
|     // Only the subset src_rect of the GPU buffer | ||||
|     // should be copied into the texture of the relevant screen. | ||||
|     // | ||||
|     // The method's parameters also only include src_rect and dest_rec for one screen, | ||||
|     // so this may need to be changed (pair for each screen). | ||||
| } | ||||
|  | ||||
| /** | ||||
|  * Initializes the OpenGL state and creates persistent objects. | ||||
|  */ | ||||
| void RendererOpenGL::InitOpenGLObjects() { | ||||
|     glGenVertexArrays(1, &vertex_array_id); | ||||
|     glBindVertexArray(vertex_array_id); | ||||
|  | ||||
|     glClearColor(1.0f, 1.0f, 1.0f, 0.0f); | ||||
|     glDisable(GL_DEPTH_TEST); | ||||
|  | ||||
|     // Link shaders and get variable locations | ||||
|     program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader); | ||||
|     sampler_id = glGetUniformLocation(program_id, "sampler"); | ||||
|     attrib_position = glGetAttribLocation(program_id, "position"); | ||||
|     attrib_texcoord = glGetAttribLocation(program_id, "texCoord"); | ||||
|     uniform_modelview_matrix = glGetUniformLocation(program_id, "modelview_matrix"); | ||||
|     uniform_color_texture = glGetUniformLocation(program_id, "color_texture"); | ||||
|     attrib_position = glGetAttribLocation(program_id, "vert_position"); | ||||
|     attrib_tex_coord = glGetAttribLocation(program_id, "vert_tex_coord"); | ||||
|  | ||||
|     // Generate vertex buffers for both screens | ||||
|     glGenBuffers(1, &screen_info.Top().vertex_buffer_id); | ||||
|     glGenBuffers(1, &screen_info.Bottom().vertex_buffer_id); | ||||
|     // Generate VBO handle for drawing | ||||
|     glGenBuffers(1, &vertex_buffer_handle); | ||||
|  | ||||
|     // Attach vertex data for top screen | ||||
|     glBindBuffer(GL_ARRAY_BUFFER, screen_info.Top().vertex_buffer_id); | ||||
|     glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_top), g_vbuffer_top, GL_STATIC_DRAW); | ||||
|     // Generate VAO | ||||
|     glGenVertexArrays(1, &vertex_array_handle); | ||||
|     glBindVertexArray(vertex_array_handle); | ||||
|  | ||||
|     // Attach vertex data for bottom screen | ||||
|     glBindBuffer(GL_ARRAY_BUFFER, screen_info.Bottom().vertex_buffer_id); | ||||
|     glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_bottom), g_vbuffer_bottom, GL_STATIC_DRAW); | ||||
|     // Attach vertex data to VAO | ||||
|     glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle); | ||||
|     glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW); | ||||
|     glVertexAttribPointer(attrib_position,  2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, position)); | ||||
|     glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, tex_coord)); | ||||
|     glEnableVertexAttribArray(attrib_position); | ||||
|     glEnableVertexAttribArray(attrib_tex_coord); | ||||
|  | ||||
|     // Create color buffers for both screens | ||||
|     glGenTextures(1, &screen_info.Top().texture_id); | ||||
|     glGenTextures(1, &screen_info.Bottom().texture_id); | ||||
|     // Allocate textures for each screen | ||||
|     for (auto& texture : textures) { | ||||
|         glGenTextures(1, &texture.handle); | ||||
|  | ||||
|     for (int i = 0; i < 2; i++) { | ||||
|  | ||||
|         ScreenInfo* current_screen = &screen_info[i]; | ||||
|  | ||||
|         // Allocate texture | ||||
|         glBindTexture(GL_TEXTURE_2D, current_screen->vertex_buffer_id); | ||||
|         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, current_screen->width, current_screen->height, | ||||
|                      0, GL_RGB, GL_UNSIGNED_BYTE, NULL); | ||||
|         // Allocation of storage is deferred until the first frame, when we | ||||
|         // know the framebuffer size. | ||||
|  | ||||
|         glBindTexture(GL_TEXTURE_2D, texture.handle); | ||||
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); | ||||
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||||
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||||
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||||
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||||
|     } | ||||
|  | ||||
|     glBindTexture(GL_TEXTURE_2D, 0); | ||||
| } | ||||
|  | ||||
| /** | ||||
|  * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD rotation. | ||||
|  */ | ||||
| void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h) { | ||||
|     std::array<ScreenRectVertex, 4> vertices = { | ||||
|         ScreenRectVertex(x,   y,   1.f, 0.f), | ||||
|         ScreenRectVertex(x+w, y,   1.f, 1.f), | ||||
|         ScreenRectVertex(x,   y+h, 0.f, 0.f), | ||||
|         ScreenRectVertex(x+w, y+h, 0.f, 1.f), | ||||
|     }; | ||||
|  | ||||
|     glBindTexture(GL_TEXTURE_2D, texture.handle); | ||||
|     glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle); | ||||
|     glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data()); | ||||
|     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | ||||
| } | ||||
|  | ||||
| /** | ||||
|  * Draws the emulated screens to the emulator window. | ||||
|  */ | ||||
| @@ -207,37 +196,22 @@ void RendererOpenGL::DrawScreens() { | ||||
|  | ||||
|     glUseProgram(program_id); | ||||
|  | ||||
|     // Set projection matrix | ||||
|     std::array<GLfloat, 3*2> ortho_matrix = MakeOrthographicMatrix((float)resolution_width, (float)resolution_height); | ||||
|     glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); | ||||
|  | ||||
|     // Bind texture in Texture Unit 0 | ||||
|     glActiveTexture(GL_TEXTURE0); | ||||
|     glUniform1i(uniform_color_texture, 0); | ||||
|  | ||||
|     glEnableVertexAttribArray(attrib_position); | ||||
|     glEnableVertexAttribArray(attrib_texcoord); | ||||
|     const float max_width = std::max((float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenBottomWidth); | ||||
|     const float top_x = 0.5f * (max_width - VideoCore::kScreenTopWidth); | ||||
|     const float bottom_x = 0.5f * (max_width - VideoCore::kScreenBottomWidth); | ||||
|  | ||||
|     for (int i = 0; i < 2; i++) { | ||||
|  | ||||
|         ScreenInfo* current_screen = &screen_info[i]; | ||||
|  | ||||
|         glBindTexture(GL_TEXTURE_2D, current_screen->texture_id); | ||||
|  | ||||
|         // Set sampler on Texture Unit 0 | ||||
|         glUniform1i(sampler_id, 0); | ||||
|  | ||||
|         glBindBuffer(GL_ARRAY_BUFFER, current_screen->vertex_buffer_id); | ||||
|  | ||||
|         // Vertex buffer layout | ||||
|         const GLsizei stride = 5 * sizeof(GLfloat); | ||||
|         const GLvoid* uv_offset = (const GLvoid*)(3 * sizeof(GLfloat)); | ||||
|  | ||||
|         // Configure vertex buffer | ||||
|         glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, NULL); | ||||
|         glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, uv_offset); | ||||
|  | ||||
|         // Draw screen | ||||
|         glDrawArrays(GL_TRIANGLES, 0, 6); | ||||
|     } | ||||
|  | ||||
|     glDisableVertexAttribArray(attrib_position); | ||||
|     glDisableVertexAttribArray(attrib_texcoord); | ||||
|     DrawSingleScreenRotated(textures[0], top_x, 0, | ||||
|         (float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenTopHeight); | ||||
|     DrawSingleScreenRotated(textures[1], bottom_x, (float)VideoCore::kScreenTopHeight, | ||||
|         (float)VideoCore::kScreenBottomWidth, (float)VideoCore::kScreenBottomHeight); | ||||
|  | ||||
|     m_current_frame++; | ||||
| } | ||||
|   | ||||
| @@ -7,12 +7,13 @@ | ||||
| #include "generated/gl_3_2_core.h" | ||||
|  | ||||
| #include "common/common.h" | ||||
| #include "common/emu_window.h" | ||||
|  | ||||
| #include "core/hw/gpu.h" | ||||
| #include "video_core/renderer_base.h" | ||||
|  | ||||
| #include <array> | ||||
|  | ||||
| class EmuWindow; | ||||
|  | ||||
| class RendererOpenGL : public RendererBase { | ||||
| public: | ||||
|  | ||||
| @@ -22,13 +23,6 @@ public: | ||||
|     /// Swap buffers (render frame) | ||||
|     void SwapBuffers(); | ||||
|  | ||||
|     /** | ||||
|      * Renders external framebuffer (XFB) | ||||
|      * @param src_rect Source rectangle in XFB to copy | ||||
|      * @param dst_rect Destination rectangle in output framebuffer to copy to | ||||
|      */ | ||||
|     void RenderXFB(const Common::Rect& src_rect, const Common::Rect& dst_rect); | ||||
|  | ||||
|     /** | ||||
|      * Set the emulator window to use for renderer | ||||
|      * @param window EmuWindow handle to emulator window to use for rendering | ||||
| @@ -42,32 +36,21 @@ public: | ||||
|     void ShutDown(); | ||||
|  | ||||
| private: | ||||
|     void InitOpenGLObjects(); | ||||
|     void DrawScreens(); | ||||
|     void UpdateFramerate(); | ||||
|  | ||||
|     /// Structure used for storing information for rendering each 3DS screen | ||||
|     struct ScreenInfo { | ||||
|         // Properties | ||||
|         int width; | ||||
|         int height; | ||||
|         int stride; ///< Number of bytes between the coordinates (0,0) and (1,0) | ||||
|  | ||||
|         // OpenGL object IDs | ||||
|         GLuint texture_id; | ||||
|         GLuint vertex_buffer_id; | ||||
|  | ||||
|         // Temporary | ||||
|         u8* flipped_xfb_data; | ||||
|     /// Structure used for storing information about the textures for each 3DS screen | ||||
|     struct TextureInfo { | ||||
|         GLuint handle; | ||||
|         GLsizei width; | ||||
|         GLsizei height; | ||||
|     }; | ||||
|  | ||||
|     /** | ||||
|     * Helper function to flip framebuffer from left-to-right to top-to-bottom | ||||
|     * @param raw_data Pointer to input raw framebuffer in V/RAM | ||||
|     * @param screen_info ScreenInfo structure with screen size and output buffer pointer | ||||
|     * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei | ||||
|     */ | ||||
|     void FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info); | ||||
|     void InitOpenGLObjects(); | ||||
|     void DrawScreens(); | ||||
|     void DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h); | ||||
|     void UpdateFramerate(); | ||||
|  | ||||
|     // Loads framebuffer from emulated memory into the active OpenGL texture. | ||||
|     static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer, | ||||
|                                         const TextureInfo& texture); | ||||
|  | ||||
|     EmuWindow*  render_window;                    ///< Handle to render window | ||||
|     u32         last_mode;                        ///< Last render mode | ||||
| @@ -75,22 +58,15 @@ private: | ||||
|     int resolution_width;                         ///< Current resolution width | ||||
|     int resolution_height;                        ///< Current resolution height | ||||
|  | ||||
|     // OpenGL global object IDs | ||||
|     GLuint vertex_array_id; | ||||
|     // OpenGL object IDs | ||||
|     GLuint vertex_array_handle; | ||||
|     GLuint vertex_buffer_handle; | ||||
|     GLuint program_id; | ||||
|     GLuint sampler_id; | ||||
|     std::array<TextureInfo, 2> textures; | ||||
|     // Shader uniform location indices | ||||
|     GLuint uniform_modelview_matrix; | ||||
|     GLuint uniform_color_texture; | ||||
|     // Shader attribute input indices | ||||
|     GLuint attrib_position; | ||||
|     GLuint attrib_texcoord; | ||||
|  | ||||
|     struct : std::array<ScreenInfo, 2> { | ||||
|         ScreenInfo& Top() { return (*this)[0]; } | ||||
|         ScreenInfo& Bottom() { return (*this)[1]; } | ||||
|     } screen_info; | ||||
|  | ||||
|     // "Flipped" framebuffers translate scanlines from native 3DS left-to-right to top-to-bottom | ||||
|     // as OpenGL expects them in a texture. There probably is a more efficient way of doing this: | ||||
|     u8 xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopHeight * 4]; | ||||
|     u8 xfb_bottom_flipped[VideoCore::kScreenBottomWidth * VideoCore::kScreenBottomHeight * 4]; | ||||
|  | ||||
|     GLuint attrib_tex_coord; | ||||
| }; | ||||
|   | ||||
| @@ -17,6 +17,10 @@ namespace VideoCore { | ||||
| // 3DS Video Constants | ||||
| // ------------------- | ||||
|  | ||||
| // NOTE: The LCDs actually rotate the image 90 degrees when displaying. Because of that the | ||||
| // framebuffers in video memory are stored in column-major order and rendered sideways, causing | ||||
| // the widths and heights of the framebuffers read by the LCD to be switched compared to the | ||||
| // heights and widths of the screens listed here. | ||||
| static const int kScreenTopWidth        = 400;  ///< 3DS top screen width | ||||
| static const int kScreenTopHeight       = 240;  ///< 3DS top screen height | ||||
| static const int kScreenBottomWidth     = 320;  ///< 3DS bottom screen width | ||||
|   | ||||
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