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@ -3,64 +3,51 @@ |
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// Refer to the license.txt file included.
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#include "core/hw/gpu.h"
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#include "core/mem_map.h"
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#include "common/emu_window.h"
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#include "video_core/video_core.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_shaders.h"
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#include "core/mem_map.h"
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#include <algorithm>
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static const GLfloat kViewportAspectRatio = |
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(static_cast<float>(VideoCore::kScreenTopHeight) + VideoCore::kScreenBottomHeight) / VideoCore::kScreenTopWidth; |
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// Fullscreen quad dimensions
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static const GLfloat kTopScreenWidthNormalized = 2; |
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static const GLfloat kTopScreenHeightNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth); |
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static const GLfloat kBottomScreenWidthNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth); |
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static const GLfloat kBottomScreenHeightNormalized = kBottomScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth); |
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static const GLfloat g_vbuffer_top[] = { |
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// x, y z u v
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-1.0f, 0.0f, 0.0f, 0.0f, 1.0f, |
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1.0f, 0.0f, 0.0f, 1.0f, 1.0f, |
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1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f, |
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1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f, |
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-1.0f, kTopScreenHeightNormalized, 0.0f, 0.0f, 0.0f, |
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-1.0f, 0.0f, 0.0f, 0.0f, 1.0f |
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}; |
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/**
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* Vertex structure that the drawn screen rectangles are composed of. |
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*/ |
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struct ScreenRectVertex { |
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ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) { |
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position[0] = x; |
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position[1] = y; |
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tex_coord[0] = u; |
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tex_coord[1] = v; |
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} |
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static const GLfloat g_vbuffer_bottom[] = { |
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// x y z u v
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-(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f, |
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(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 1.0f, 1.0f, |
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(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f, |
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(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f, |
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-(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 0.0f, 0.0f, |
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-(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f |
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GLfloat position[2]; |
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GLfloat tex_coord[2]; |
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}; |
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/**
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* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left |
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* corner and (width, height) on the lower-bottom. |
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* |
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* The projection part of the matrix is trivial, hence these operations are represented |
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* by a 3x2 matrix. |
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*/ |
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static std::array<GLfloat, 3*2> MakeOrthographicMatrix(const float width, const float height) { |
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std::array<GLfloat, 3*2> matrix; |
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matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f; |
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matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f; |
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// Last matrix row is implicitly assumed to be [0, 0, 1].
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return matrix; |
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} |
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/// RendererOpenGL constructor
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RendererOpenGL::RendererOpenGL() { |
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resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth); |
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resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; |
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// Initialize screen info
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const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0]; |
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const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1]; |
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screen_info.Top().width = VideoCore::kScreenTopWidth; |
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screen_info.Top().height = VideoCore::kScreenTopHeight; |
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screen_info.Top().stride = framebuffer_top.stride; |
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screen_info.Top().flipped_xfb_data = xfb_top_flipped; |
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screen_info.Bottom().width = VideoCore::kScreenBottomWidth; |
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screen_info.Bottom().height = VideoCore::kScreenBottomHeight; |
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screen_info.Bottom().stride = framebuffer_sub.stride; |
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screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped; |
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} |
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/// RendererOpenGL destructor
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@ -71,17 +58,24 @@ RendererOpenGL::~RendererOpenGL() { |
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void RendererOpenGL::SwapBuffers() { |
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render_window->MakeCurrent(); |
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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.
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//
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// TODO(princesspeachum): (related to above^) this should only be called when there's new data, not every frame.
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// Currently this uploads data that shouldn't have changed.
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Common::Rect framebuffer_size(0, 0, resolution_width, resolution_height); |
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RenderXFB(framebuffer_size, framebuffer_size); |
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for(int i : {0, 1}) { |
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const auto& framebuffer = GPU::g_regs.framebuffer_config[i]; |
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if (textures[i].width != framebuffer.width || textures[i].height != framebuffer.height) { |
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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glBindTexture(GL_TEXTURE_2D, textures[i].handle); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0, |
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GL_BGR, GL_UNSIGNED_BYTE, nullptr); |
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textures[i].width = framebuffer.width; |
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textures[i].height = framebuffer.height; |
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} |
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LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]); |
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} |
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// XFB->Window copy
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RenderFramebuffer(); |
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DrawScreens(); |
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// Swap buffers
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render_window->PollEvents(); |
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@ -89,144 +83,135 @@ void RendererOpenGL::SwapBuffers() { |
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} |
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/**
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* Helper function to flip framebuffer from left-to-right to top-to-bottom |
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* @param raw_data Pointer to input raw framebuffer in V/RAM |
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* @param screen_info ScreenInfo structure with screen size and output buffer pointer |
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* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei |
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* Loads framebuffer from emulated memory into the active OpenGL texture. |
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*/ |
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void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) { |
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for (int x = 0; x < screen_info.width; x++) { |
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int in_coord = x * screen_info.stride; |
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for (int y = screen_info.height-1; y >= 0; y--) { |
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// TODO: Properly support other framebuffer formats
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int out_coord = (x + y * screen_info.width) * 3; |
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screen_info.flipped_xfb_data[out_coord] = raw_data[in_coord + 2]; // Red
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screen_info.flipped_xfb_data[out_coord + 1] = raw_data[in_coord + 1]; // Green
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screen_info.flipped_xfb_data[out_coord + 2] = raw_data[in_coord]; // Blue
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in_coord += 3; |
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} |
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} |
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void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer, |
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const TextureInfo& texture) { |
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const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress( |
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framebuffer.active_fb == 1 ? framebuffer.address_left2 : framebuffer.address_left1); |
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DEBUG_LOG(GPU, "0x%08x bytes from 0x%08x(%dx%d), fmt %x", |
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framebuffer.stride * framebuffer.height, |
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framebuffer_vaddr, (int)framebuffer.width, |
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(int)framebuffer.height, (int)framebuffer.format); |
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const u8* framebuffer_data = Memory::GetPointer(framebuffer_vaddr); |
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// TODO: Handle other pixel formats
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_dbg_assert_msg_(RENDER, framebuffer.color_format == GPU::Regs::PixelFormat::RGB8, |
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"Unsupported 3DS pixel format."); |
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size_t pixel_stride = framebuffer.stride / 3; |
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// OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
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_dbg_assert_(RENDER, pixel_stride * 3 == framebuffer.stride); |
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// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
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// only allows rows to have a memory alignement of 4.
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_dbg_assert_(RENDER, pixel_stride % 4 == 0); |
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glBindTexture(GL_TEXTURE_2D, texture.handle); |
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glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride); |
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// Update existing texture
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// TODO: Test what happens on hardware when you change the framebuffer dimensions so that they
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// differ from the LCD resolution.
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// TODO: Applications could theoretically crash Citra here by specifying too large
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// framebuffer sizes. We should make sure that this cannot happen.
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height, |
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GL_BGR, GL_UNSIGNED_BYTE, framebuffer_data); |
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
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glBindTexture(GL_TEXTURE_2D, 0); |
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} |
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/**
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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 dst_rect Destination rectangle in output framebuffer to copy to |
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* Initializes the OpenGL state and creates persistent objects. |
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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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const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0]; |
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const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1]; |
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const u32 active_fb_top = (framebuffer_top.active_fb == 1) |
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? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2) |
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: Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1); |
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const u32 active_fb_sub = (framebuffer_sub.active_fb == 1) |
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? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2) |
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: Memory::PhysicalToVirtualAddress(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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active_fb_top, (int)framebuffer_top.width, |
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(int)framebuffer_top.height, (int)framebuffer_top.format); |
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FlipFramebuffer(Memory::GetPointer(active_fb_top), screen_info.Top()); |
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FlipFramebuffer(Memory::GetPointer(active_fb_sub), screen_info.Bottom()); |
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for (int i = 0; i < 2; i++) { |
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ScreenInfo* current_screen = &screen_info[i]; |
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glBindTexture(GL_TEXTURE_2D, current_screen->texture_id); |
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// TODO: This should consider the GPU registers for framebuffer width, height and stride.
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, current_screen->width, current_screen->height, |
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GL_RGB, GL_UNSIGNED_BYTE, current_screen->flipped_xfb_data); |
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} |
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glBindTexture(GL_TEXTURE_2D, 0); |
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// TODO(princesspeachum):
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// Only the subset src_rect of the GPU buffer
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// should be copied into the texture of the relevant screen.
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//
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// The method's parameters also only include src_rect and dest_rec for one screen,
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// so this may need to be changed (pair for each screen).
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} |
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void RendererOpenGL::InitOpenGLObjects() { |
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glClearColor(1.0f, 1.0f, 1.0f, 0.0f); |
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glDisable(GL_DEPTH_TEST); |
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/// Initialize the FBO
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void RendererOpenGL::InitFramebuffer() { |
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// Link shaders and get variable locations
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program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader); |
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sampler_id = glGetUniformLocation(program_id, "sampler"); |
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attrib_position = glGetAttribLocation(program_id, "position"); |
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attrib_texcoord = glGetAttribLocation(program_id, "texCoord"); |
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// Generate vertex buffers for both screens
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glGenBuffers(1, &screen_info.Top().vertex_buffer_id); |
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glGenBuffers(1, &screen_info.Bottom().vertex_buffer_id); |
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// Attach vertex data for top screen
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glBindBuffer(GL_ARRAY_BUFFER, screen_info.Top().vertex_buffer_id); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_top), g_vbuffer_top, GL_STATIC_DRAW); |
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// Attach vertex data for bottom screen
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glBindBuffer(GL_ARRAY_BUFFER, screen_info.Bottom().vertex_buffer_id); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_bottom), g_vbuffer_bottom, GL_STATIC_DRAW); |
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uniform_modelview_matrix = glGetUniformLocation(program_id, "modelview_matrix"); |
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uniform_color_texture = glGetUniformLocation(program_id, "color_texture"); |
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attrib_position = glGetAttribLocation(program_id, "vert_position"); |
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attrib_tex_coord = glGetAttribLocation(program_id, "vert_tex_coord"); |
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// Create color buffers for both screens
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glGenTextures(1, &screen_info.Top().texture_id); |
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glGenTextures(1, &screen_info.Bottom().texture_id); |
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// Generate VBO handle for drawing
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glGenBuffers(1, &vertex_buffer_handle); |
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for (int i = 0; i < 2; i++) { |
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// Generate VAO
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glGenVertexArrays(1, &vertex_array_handle); |
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glBindVertexArray(vertex_array_handle); |
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// Attach vertex data to VAO
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW); |
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glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, position)); |
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glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, tex_coord)); |
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glEnableVertexAttribArray(attrib_position); |
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glEnableVertexAttribArray(attrib_tex_coord); |
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ScreenInfo* current_screen = &screen_info[i]; |
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// Allocate textures for each screen
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for (auto& texture : textures) { |
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glGenTextures(1, &texture.handle); |
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// Allocate texture
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glBindTexture(GL_TEXTURE_2D, current_screen->vertex_buffer_id); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, current_screen->width, current_screen->height, |
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0, GL_RGB, GL_UNSIGNED_BYTE, NULL); |
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// Allocation of storage is deferred until the first frame, when we
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// know the framebuffer size.
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glBindTexture(GL_TEXTURE_2D, texture.handle); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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} |
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glBindTexture(GL_TEXTURE_2D, 0); |
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} |
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void RendererOpenGL::RenderFramebuffer() { |
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/**
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* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD rotation. |
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*/ |
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void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h) { |
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std::array<ScreenRectVertex, 4> vertices = { |
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ScreenRectVertex(x, y, 1.f, 0.f), |
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ScreenRectVertex(x+w, y, 1.f, 1.f), |
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ScreenRectVertex(x, y+h, 0.f, 0.f), |
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ScreenRectVertex(x+w, y+h, 0.f, 1.f), |
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}; |
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glBindTexture(GL_TEXTURE_2D, texture.handle); |
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle); |
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data()); |
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
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} |
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/**
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* Draws the emulated screens to the emulator window. |
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*/ |
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void RendererOpenGL::DrawScreens() { |
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glViewport(0, 0, resolution_width, resolution_height); |
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glClear(GL_COLOR_BUFFER_BIT); |
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glUseProgram(program_id); |
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// Set projection matrix
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std::array<GLfloat, 3*2> ortho_matrix = MakeOrthographicMatrix((float)resolution_width, (float)resolution_height); |
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glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); |
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// Bind texture in Texture Unit 0
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glActiveTexture(GL_TEXTURE0); |
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glUniform1i(uniform_color_texture, 0); |
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glEnableVertexAttribArray(attrib_position); |
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glEnableVertexAttribArray(attrib_texcoord); |
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for (int i = 0; i < 2; i++) { |
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const float max_width = std::max((float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenBottomWidth); |
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const float top_x = 0.5f * (max_width - VideoCore::kScreenTopWidth); |
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const float bottom_x = 0.5f * (max_width - VideoCore::kScreenBottomWidth); |
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ScreenInfo* current_screen = &screen_info[i]; |
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glBindTexture(GL_TEXTURE_2D, current_screen->texture_id); |
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// Set sampler on Texture Unit 0
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glUniform1i(sampler_id, 0); |
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glBindBuffer(GL_ARRAY_BUFFER, current_screen->vertex_buffer_id); |
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// Vertex buffer layout
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const GLsizei stride = 5 * sizeof(GLfloat); |
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const GLvoid* uv_offset = (const GLvoid*)(3 * sizeof(GLfloat)); |
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// Configure vertex buffer
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glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, NULL); |
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glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, uv_offset); |
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// Draw screen
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glDrawArrays(GL_TRIANGLES, 0, 6); |
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} |
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glDisableVertexAttribArray(attrib_position); |
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glDisableVertexAttribArray(attrib_texcoord); |
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DrawSingleScreenRotated(textures[0], top_x, 0, |
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(float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenTopHeight); |
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DrawSingleScreenRotated(textures[1], bottom_x, (float)VideoCore::kScreenTopHeight, |
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(float)VideoCore::kScreenBottomWidth, (float)VideoCore::kScreenBottomHeight); |
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m_current_frame++; |
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} |
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@ -253,20 +238,8 @@ void RendererOpenGL::Init() { |
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exit(-1); |
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} |
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// Generate VAO
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glGenVertexArrays(1, &vertex_array_id); |
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glBindVertexArray(vertex_array_id); |
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glClearColor(1.0f, 1.0f, 1.0f, 0.0f); |
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glDisable(GL_DEPTH_TEST); |
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4); |
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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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InitOpenGLObjects(); |
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} |
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/// Shutdown the renderer
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