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@ -6,24 +6,56 @@ |
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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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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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}; |
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/// RendererOpenGL constructor
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RendererOpenGL::RendererOpenGL() { |
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memset(m_fbo, 0, sizeof(m_fbo)); |
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memset(m_fbo_rbo, 0, sizeof(m_fbo_rbo)); |
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memset(m_fbo_depth_buffers, 0, sizeof(m_fbo_depth_buffers)); |
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m_resolution_width = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth); |
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m_resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; |
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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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m_xfb_texture_top = 0; |
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m_xfb_texture_bottom = 0; |
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// Initialize screen info
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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().flipped_xfb_data = xfb_top_flipped; |
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m_xfb_top = 0; |
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m_xfb_bottom = 0; |
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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().flipped_xfb_data = xfb_bottom_flipped; |
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} |
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/// RendererOpenGL destructor
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@ -32,41 +64,41 @@ RendererOpenGL::~RendererOpenGL() { |
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers() { |
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m_render_window->MakeCurrent(); |
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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 We're also treating both framebuffers as a single one in OpenGL.
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common::Rect framebuffer_size(0, 0, m_resolution_width, m_resolution_height); |
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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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// XFB->Window copy
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RenderFramebuffer(); |
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// Swap buffers
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m_render_window->PollEvents(); |
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m_render_window->SwapBuffers(); |
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// Switch back to EFB and clear
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]); |
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render_window->PollEvents(); |
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render_window->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 in Pointer to input raw framebuffer in V/RAM |
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* @param out Pointer to output buffer with flipped framebuffer |
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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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*/ |
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void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) { |
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void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) { |
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int in_coord = 0; |
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for (int x = 0; x < VideoCore::kScreenTopWidth; x++) { |
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for (int y = VideoCore::kScreenTopHeight-1; y >= 0; y--) { |
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for (int x = 0; x < screen_info.width; x++) { |
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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 * VideoCore::kScreenTopWidth) * 3; |
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out[out_coord] = in[in_coord]; // blue?
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out[out_coord + 1] = in[in_coord + 1]; // green?
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out[out_coord + 2] = in[in_coord + 2]; // red?
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in_coord+=3; |
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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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} |
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@ -77,7 +109,6 @@ void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) { |
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* @param dst_rect Destination rectangle in output framebuffer to copy to |
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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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@ -92,152 +123,102 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect& |
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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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// TODO: This should consider the GPU registers for framebuffer width, height and stride.
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FlipFramebuffer(Memory::GetPointer(active_fb_top), m_xfb_top_flipped); |
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FlipFramebuffer(Memory::GetPointer(active_fb_sub), m_xfb_bottom_flipped); |
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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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// Blit the top framebuffer
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// ------------------------
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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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// Update textures with contents of XFB in RAM - top
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glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top); |
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight, |
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GL_BGR, GL_UNSIGNED_BYTE, m_xfb_top_flipped); |
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glBindTexture(GL_TEXTURE_2D, 0); |
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// Render target is destination framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]); |
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glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight); |
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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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// Render source is our EFB
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_top); |
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glReadBuffer(GL_COLOR_ATTACHMENT0); |
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/// Initialize the FBO
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void RendererOpenGL::InitFramebuffer() { |
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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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// 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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// 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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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); |
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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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// Blit the bottom framebuffer
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// ---------------------------
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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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// Update textures with contents of XFB in RAM - bottom
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glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom); |
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight, |
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GL_BGR, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped); |
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glBindTexture(GL_TEXTURE_2D, 0); |
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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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// Render target is destination framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]); |
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glViewport(0, 0, |
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VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight); |
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for (int i = 0; i < 2; i++) { |
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// Render source is our EFB
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_bottom); |
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glReadBuffer(GL_COLOR_ATTACHMENT0); |
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ScreenInfo* current_screen = &screen_info[i]; |
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// Blit
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int offset = (VideoCore::kScreenTopWidth - VideoCore::kScreenBottomWidth) / 2; |
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glBlitFramebuffer(0,0, VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight, |
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offset, VideoCore::kScreenBottomHeight, VideoCore::kScreenBottomWidth + offset, 0, |
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GL_COLOR_BUFFER_BIT, GL_LINEAR); |
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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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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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} |
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); |
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glBindTexture(GL_TEXTURE_2D, 0); |
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} |
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/// Initialize the FBO
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void RendererOpenGL::InitFramebuffer() { |
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// TODO(bunnei): 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, m_fbo); // Generate primary framebuffer
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glGenRenderbuffers(kMaxFramebuffers, m_fbo_rbo); // Generate primary RBOs
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glGenRenderbuffers(kMaxFramebuffers, m_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, m_fbo_rbo[i]); |
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth, |
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight); |
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// Generate depth buffer storage
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glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_depth_buffers[i]); |
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth, |
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight); |
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// Attach the buffers
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[i]); |
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, |
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GL_RENDERBUFFER, m_fbo_depth_buffers[i]); |
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
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GL_RENDERBUFFER, m_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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void RendererOpenGL::RenderFramebuffer() { |
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glClear(GL_COLOR_BUFFER_BIT); |
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// Initialize framebuffer textures
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// -------------------------------
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glUseProgram(program_id); |
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// Create XFB textures
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glGenTextures(1, &m_xfb_texture_top); |
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glGenTextures(1, &m_xfb_texture_bottom); |
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// Bind texture in Texture Unit 0
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glActiveTexture(GL_TEXTURE0); |
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// Alocate video memorry for XFB textures
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glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight, |
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0, GL_RGB, GL_UNSIGNED_BYTE, NULL); |
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glBindTexture(GL_TEXTURE_2D, 0); |
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glEnableVertexAttribArray(0); |
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glEnableVertexAttribArray(1); |
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glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight, |
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0, GL_RGB, GL_UNSIGNED_BYTE, NULL); |
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glBindTexture(GL_TEXTURE_2D, 0); |
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for (int i = 0; i < 2; i++) { |
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// Create the FBO and attach color/depth textures
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glGenFramebuffers(1, &m_xfb_top); // Generate framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_top); |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
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m_xfb_texture_top, 0); |
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glBindFramebuffer(GL_FRAMEBUFFER, 0); |
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glGenFramebuffers(1, &m_xfb_bottom); // Generate framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_bottom); |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
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m_xfb_texture_bottom, 0); |
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glBindFramebuffer(GL_FRAMEBUFFER, 0); |
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} |
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ScreenInfo* current_screen = &screen_info[i]; |
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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, m_resolution_width, m_resolution_height); |
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glBindTexture(GL_TEXTURE_2D, current_screen->texture_id); |
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// Render source is our XFB
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]); |
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glReadBuffer(GL_COLOR_ATTACHMENT0); |
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// Set sampler on Texture Unit 0
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glUniform1i(sampler_id, 0); |
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// Blit
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glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width, |
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m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR); |
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glBindBuffer(GL_ARRAY_BUFFER, current_screen->vertex_buffer_id); |
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// Update the FPS count
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UpdateFramerate(); |
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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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// Rebind EFB
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]); |
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// Configure vertex buffer
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, NULL); |
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glVertexAttribPointer(1, 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(0); |
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glDisableVertexAttribArray(1); |
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m_current_frame++; |
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} |
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@ -251,32 +232,12 @@ void RendererOpenGL::UpdateFramerate() { |
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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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m_render_window = 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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m_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, m_resolution_width, m_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, m_resolution_width, m_resolution_height); |
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glClearDepth(1.0f); |
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|
render_window->MakeCurrent(); |
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|
|
GLenum err = glewInit(); |
|
|
|
if (GLEW_OK != err) { |
|
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|
@ -285,6 +246,15 @@ void RendererOpenGL::Init() { |
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|
exit(-1); |
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|
|
} |
|
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|
|
// Generate VAO
|
|
|
|
glGenVertexArrays(1, &vertex_array_id); |
|
|
|
glBindVertexArray(vertex_array_id); |
|
|
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|
|
glClearColor(1.0f, 1.0f, 1.0f, 0.0f); |
|
|
|
glDisable(GL_DEPTH_TEST); |
|
|
|
|
|
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); |
|
|
|
|
|
|
|
// Initialize everything else
|
|
|
|
// --------------------------
|
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