8 changed files with 535 additions and 20 deletions
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26src/video_core/src/renderer_base.h
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340src/video_core/src/renderer_opengl/renderer_opengl.cpp
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138src/video_core/src/renderer_opengl/renderer_opengl.h
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19src/video_core/src/video_core.cpp
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17src/video_core/src/video_core.h
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2src/video_core/video_core.vcxproj
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11src/video_core/video_core.vcxproj.filters
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2vsprops/base.props
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/**
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* Copyright (C) 2014 Citra Emulator |
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* |
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* @file renderer_opengl.cpp |
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* @author bunnei |
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* @date 2014-04-05 |
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* @brief Renderer for OpenGL 3.x |
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* |
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* @section LICENSE |
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* This program is free software; you can redistribute it and/or |
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* modify it under the terms of the GNU General Public License as |
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* published by the Free Software Foundation; either version 2 of |
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* the License, or (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, but |
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* WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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* General Public License for more details at |
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* http://www.gnu.org/copyleft/gpl.html
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* |
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* Official project repository can be found at: |
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* http://code.google.com/p/gekko-gc-emu/
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*/ |
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#include "video_core.h"
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#include "renderer_opengl/renderer_opengl.h"
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/// RendererOpenGL constructor
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RendererOpenGL::RendererOpenGL() { |
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memset(fbo_, 0, sizeof(fbo_)); |
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memset(fbo_rbo_, 0, sizeof(fbo_rbo_)); |
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memset(fbo_depth_buffers_, 0, sizeof(fbo_depth_buffers_)); |
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resolution_width_ = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth); |
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resolution_height_ = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; |
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} |
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/// RendererOpenGL destructor
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RendererOpenGL::~RendererOpenGL() { |
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} |
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers() { |
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glClearColor(1.0f, 1.0f, 0.0f, 1.0f); |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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ResetRenderState(); |
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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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// register write We're also treating both framebuffers as a single one in OpenGL.
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Rect framebuffer_size(0, 0, VideoCore::kScreenTopWidth, |
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight); |
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CopyToXFB(framebuffer_size, framebuffer_size); |
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// XFB->Window copy
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RenderFramebuffer(); |
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// Swap buffers
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render_window_->PollEvents(); |
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render_window_->SwapBuffers(); |
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// Switch back to EFB and clear
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]); |
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RestoreRenderState(); |
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} |
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/**
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* Blits the EFB to the external framebuffer (XFB) |
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* @param src_rect Source rectangle in EFB to copy |
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* @param dst_rect Destination rectangle in EFB to copy to |
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* @param dest_height Destination height in pixels |
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*/ |
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void RendererOpenGL::CopyToXFB(const Rect& src_rect, const Rect& dst_rect) { |
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ResetRenderState(); |
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// Render target is destination framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]); |
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glViewport(0, 0, resolution_width_, resolution_height_); |
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// Render source is our EFB
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_EFB]); |
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glReadBuffer(GL_COLOR_ATTACHMENT0); |
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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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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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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); |
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RestoreRenderState(); |
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} |
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/**
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* Clear the screen |
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* @param rect Screen rectangle to clear |
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* @param enable_color Enable color clearing |
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* @param enable_alpha Enable alpha clearing |
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* @param enable_z Enable depth clearing |
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* @param color Clear color |
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* @param z Clear depth |
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*/ |
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void RendererOpenGL::Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z, |
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u32 color, u32 z) { |
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GLboolean const color_mask = enable_color ? GL_TRUE : GL_FALSE; |
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GLboolean const alpha_mask = enable_alpha ? GL_TRUE : GL_FALSE; |
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ResetRenderState(); |
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// Clear color
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glColorMask(color_mask, color_mask, color_mask, alpha_mask); |
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glClearColor(float((color >> 16) & 0xFF) / 255.0f, float((color >> 8) & 0xFF) / 255.0f, |
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float((color >> 0) & 0xFF) / 255.0f, float((color >> 24) & 0xFF) / 255.0f); |
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// Clear depth
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glDepthMask(enable_z ? GL_TRUE : GL_FALSE); |
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glClearDepth(float(z & 0xFFFFFF) / float(0xFFFFFF)); |
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// Specify the rectangle of the EFB to clear
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glEnable(GL_SCISSOR_TEST); |
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glScissor(rect.x0_, rect.y1_, rect.width(), rect.height()); |
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// Clear it!
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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RestoreRenderState(); |
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} |
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/// Sets the renderer viewport location, width, and height
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void RendererOpenGL::SetViewport(int x, int y, int width, int height) { |
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glViewport(x, y, width, height); |
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} |
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/// Sets the renderer depthrange, znear and zfar
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void RendererOpenGL::SetDepthRange(double znear, double zfar) { |
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glDepthRange(znear, zfar); |
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} |
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/* Sets the scissor box
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* @param rect Renderer rectangle to set scissor box to |
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*/ |
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void RendererOpenGL::SetScissorBox(const Rect& rect) { |
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glScissor(rect.x0_, rect.y1_, rect.width(), rect.height()); |
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} |
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/**
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* Sets the line and point size |
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* @param line_width Line width to use |
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* @param point_size Point size to use |
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*/ |
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void RendererOpenGL::SetLinePointSize(f32 line_width, f32 point_size) { |
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glLineWidth((GLfloat)line_width); |
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glPointSize((GLfloat)point_size); |
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} |
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/**
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* Set a specific render mode |
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* @param flag Render flags mode to enable |
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*/ |
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void RendererOpenGL::SetMode(kRenderMode flags) { |
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if(flags & kRenderMode_ZComp) { |
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
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} |
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if(flags & kRenderMode_Multipass) { |
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glEnable(GL_DEPTH_TEST); |
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glDepthMask(GL_FALSE); |
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glDepthFunc(GL_EQUAL); |
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} |
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if (flags & kRenderMode_UseDstAlpha) { |
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); |
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glDisable(GL_BLEND); |
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} |
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last_mode_ |= flags; |
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} |
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/// Reset the full renderer API to the NULL state
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void RendererOpenGL::ResetRenderState() { |
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glDisable(GL_SCISSOR_TEST); |
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glDisable(GL_DEPTH_TEST); |
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glDisable(GL_CULL_FACE); |
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glDisable(GL_BLEND); |
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glDepthMask(GL_FALSE); |
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
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} |
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/// Restore the full renderer API state - As the game set it
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void RendererOpenGL::RestoreRenderState() { |
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]); |
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//gp::XF_UpdateViewport();
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SetViewport(0, 0, resolution_width_, resolution_height_); |
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SetDepthRange(0.0f, 1.0f); |
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//SetGenerationMode();
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glEnable(GL_CULL_FACE); |
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glFrontFace(GL_CCW); |
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//glEnable(GL_SCISSOR_TEST);
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//gp::BP_SetScissorBox();
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glDisable(GL_SCISSOR_TEST); |
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//SetColorMask(gp::g_bp_regs.cmode0);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
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//SetDepthMode();
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glDisable(GL_DEPTH_TEST); |
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glDepthMask(GL_FALSE); |
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//SetBlendMode(gp::g_bp_regs.cmode0, gp::g_bp_regs.cmode1, true);
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//if (common::g_config->current_renderer_config().enable_wireframe) {
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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//} else {
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// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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//}
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} |
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/// Initialize the FBO
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void RendererOpenGL::InitFramebuffer() { |
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// TODO(en): This should probably be implemented with the top screen and bottom screen as
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// separate framebuffers
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// Init the FBOs
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// -------------
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glGenFramebuffers(kMaxFramebuffers, fbo_); // Generate primary framebuffer
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glGenRenderbuffers(kMaxFramebuffers, fbo_rbo_); // Generate primary RBOs
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glGenRenderbuffers(kMaxFramebuffers, fbo_depth_buffers_); // Generate primary depth buffer
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for (int i = 0; i < kMaxFramebuffers; i++) { |
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// Generate color buffer storage
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glBindRenderbuffer(GL_RENDERBUFFER, fbo_rbo_[i]); |
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, resolution_width_, resolution_height_); |
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// Generate depth buffer storage
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glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth_buffers_[i]); |
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, resolution_width_, |
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resolution_height_); |
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// Attach the buffers
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[i]); |
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, |
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GL_RENDERBUFFER, fbo_depth_buffers_[i]); |
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
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GL_RENDERBUFFER, fbo_rbo_[i]); |
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// Check for completeness
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if (GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)) { |
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NOTICE_LOG(RENDER, "framebuffer(%d) initialized ok", i); |
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} else { |
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ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer"); |
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exit(1); |
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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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} |
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/// Blit the FBO to the OpenGL default framebuffer
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void RendererOpenGL::RenderFramebuffer() { |
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// Render target is default framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); |
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glViewport(0, 0, resolution_width_, resolution_height_); |
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// Render source is our XFB
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]); |
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glReadBuffer(GL_COLOR_ATTACHMENT0); |
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// Blit
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glBlitFramebuffer(0, 0, resolution_width_, resolution_height_, 0, 0, |
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render_window_->client_area_width(), render_window_->client_area_height(), |
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GL_COLOR_BUFFER_BIT, GL_LINEAR); |
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// Update the FPS count
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UpdateFramerate(); |
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// Rebind EFB
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]); |
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current_frame_++; |
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} |
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/// Updates the framerate
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void RendererOpenGL::UpdateFramerate() { |
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} |
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/**
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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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*/ |
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void RendererOpenGL::SetWindow(EmuWindow* window) { |
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render_window_ = window; |
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} |
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/// Initialize the renderer
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void RendererOpenGL::Init() { |
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render_window_->MakeCurrent(); |
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glShadeModel(GL_SMOOTH); |
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glStencilFunc(GL_ALWAYS, 0, 0); |
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glBlendFunc(GL_ONE, GL_ONE); |
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glViewport(0, 0, resolution_width_, resolution_height_); |
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glClearDepth(1.0f); |
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glEnable(GL_DEPTH_TEST); |
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glDisable(GL_LIGHTING); |
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glDepthFunc(GL_LEQUAL); |
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4); |
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glDisable(GL_STENCIL_TEST); |
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glEnable(GL_SCISSOR_TEST); |
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glScissor(0, 0, resolution_width_, resolution_height_); |
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glClearDepth(1.0f); |
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GLenum err = glewInit(); |
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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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glewGetErrorString(err)); |
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exit(-1); |
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} |
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// Initialize everything else
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// --------------------------
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InitFramebuffer(); |
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NOTICE_LOG(RENDER, "GL_VERSION: %s\n", glGetString(GL_VERSION)); |
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} |
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/// Shutdown the renderer
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void RendererOpenGL::ShutDown() { |
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} |
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@ -0,0 +1,138 @@ |
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/** |
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* Copyright (C) 2014 Citra Emulator |
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* |
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* @file renderer_opengl.h |
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* @author bunnei |
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* @date 2014-04-05 |
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* @brief Renderer for OpenGL 3.x |
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* |
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* @section LICENSE |
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* This program is free software; you can redistribute it and/or |
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* modify it under the terms of the GNU General Public License as |
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* published by the Free Software Foundation; either version 2 of |
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* the License, or (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, but |
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* WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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* General Public License for more details at |
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* http://www.gnu.org/copyleft/gpl.html |
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* |
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* Official project repository can be found at: |
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* http://code.google.com/p/gekko-gc-emu/ |
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*/ |
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#pragma once |
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#include <GL/glew.h> |
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#include "common.h" |
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#include "emu_window.h" |
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#include "renderer_base.h" |
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class RendererOpenGL : virtual public RendererBase { |
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public: |
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static const int kMaxFramebuffers = 2; ///< Maximum number of framebuffers |
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RendererOpenGL(); |
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~RendererOpenGL(); |
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/// Swap buffers (render frame) |
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void SwapBuffers(); |
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/** |
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* Blits the EFB to the external framebuffer (XFB) |
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* @param src_rect Source rectangle in EFB to copy |
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* @param dst_rect Destination rectangle in EFB to copy to |
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* @param dest_height Destination height in pixels |
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*/ |
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void CopyToXFB(const Rect& src_rect, const Rect& dst_rect); |
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|
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/** |
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* Clear the screen |
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* @param rect Screen rectangle to clear |
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* @param enable_color Enable color clearing |
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* @param enable_alpha Enable alpha clearing |
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* @param enable_z Enable depth clearing |
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* @param color Clear color |
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* @param z Clear depth |
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*/ |
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void Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z, |
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u32 color, u32 z); |
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/// Sets the renderer viewport location, width, and height |
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void SetViewport(int x, int y, int width, int height); |
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/// Sets the renderer depthrange, znear and zfar |
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void SetDepthRange(double znear, double zfar); |
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/* Sets the scissor box |
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* @param rect Renderer rectangle to set scissor box to |
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*/ |
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void SetScissorBox(const Rect& rect); |
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/** |
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* Sets the line and point size |
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* @param line_width Line width to use |
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* @param point_size Point size to use |
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*/ |
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void SetLinePointSize(f32 line_width, f32 point_size); |
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|
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/** |
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* Set a specific render mode |
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* @param flag Render flags mode to enable |
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*/ |
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void SetMode(kRenderMode flags); |
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|
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/// Reset the full renderer API to the NULL state |
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void ResetRenderState(); |
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/// Restore the full renderer API state - As the game set it |
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void RestoreRenderState(); |
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/** |
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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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*/ |
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void SetWindow(EmuWindow* window); |
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/// Initialize the renderer |
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void Init(); |
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/// Shutdown the renderer |
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void ShutDown(); |
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// Framebuffer object(s) |
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// --------------------- |
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GLuint fbo_[kMaxFramebuffers]; ///< Framebuffer objects |
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private: |
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/// Initialize the FBO |
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void InitFramebuffer(); |
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// Blit the FBO to the OpenGL default framebuffer |
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void RenderFramebuffer(); |
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/// Updates the framerate |
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void UpdateFramerate(); |
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EmuWindow* render_window_; |
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u32 last_mode_; ///< Last render mode |
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int resolution_width_; |
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int resolution_height_; |
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|
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// Framebuffer object(s) |
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// --------------------- |
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GLuint fbo_rbo_[kMaxFramebuffers]; ///< Render buffer objects |
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GLuint fbo_depth_buffers_[kMaxFramebuffers]; ///< Depth buffers objects |
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DISALLOW_COPY_AND_ASSIGN(RendererOpenGL); |
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}; |
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