mirror of
https://github.com/citra-emu/citra.git
synced 2024-11-24 15:41:04 +00:00
Style cleanup, pointer smartification
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parent
feaf460e1f
commit
73c6c6f03b
@ -124,7 +124,7 @@ inline void Write(u32 addr, const T data) {
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UNIMPLEMENTED();
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break;
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}
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unsigned horizontal_scale = (config.scaling != config.NoScale) ? 2 : 1;
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unsigned vertical_scale = (config.scaling == config.ScaleXY) ? 2 : 1;
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@ -50,7 +50,7 @@ public:
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return m_current_frame;
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}
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HWRasterizer *hw_rasterizer;
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std::unique_ptr<HWRasterizer> hw_rasterizer;
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protected:
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f32 m_current_fps; ///< Current framerate, should be set by the renderer
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@ -26,8 +26,7 @@ static GLenum WrapMode(Pica::Regs::TextureConfig::WrapMode mode) {
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}
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}
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static GLenum BlendFunc(u32 factor)
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{
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static GLenum BlendFunc(u32 factor) {
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switch (factor) {
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case Pica::registers.output_merger.alpha_blending.Zero:
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return GL_ZERO;
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@ -65,8 +64,7 @@ static GLenum BlendFunc(u32 factor)
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}
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}
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static GLenum CompareFunc(u32 func)
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{
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static GLenum CompareFunc(u32 func) {
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switch (func) {
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case Pica::registers.output_merger.Never:
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return GL_NEVER;
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@ -447,8 +447,7 @@ void RasterizerOpenGL::SyncDrawState() {
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state.stencil.test_func = PicaToGL::CompareFunc(Pica::registers.output_merger.stencil_test.stencil_test_func.Value());
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state.stencil.test_ref = Pica::registers.output_merger.stencil_test.stencil_reference_value.Value();
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state.stencil.test_mask = Pica::registers.output_merger.stencil_test.stencil_replacement_value.Value();
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}
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else {
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} else {
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state.stencil.test_enabled = false;
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}
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@ -484,8 +483,7 @@ void RasterizerOpenGL::SyncDrawState() {
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if (texture.enabled) {
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state.texture_unit[i].enabled_2d = true;
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res_cache.LoadAndBindTexture(state, i, texture);
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}
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else {
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} else {
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state.texture_unit[i].enabled_2d = false;
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}
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}
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@ -559,19 +557,17 @@ void RasterizerOpenGL::ReloadColorBuffer() {
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u32 bytes_per_pixel = ColorFormatBytesPerPixel(fb_color_texture.format);
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u8* ogl_img = new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel];
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std::unique_ptr<u8> ogl_img(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
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// TODO: Evaluate whether u16/memcpy/u32 is faster for 2/3/4 bpp versus memcpy for all
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for (int x = 0; x < fb_color_texture.width; ++x)
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{
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for (int y = 0; y < fb_color_texture.height; ++y)
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{
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for (int x = 0; x < fb_color_texture.width; ++x) {
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for (int y = 0; y < fb_color_texture.height; ++y) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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u32 ogl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
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u8* pixel = color_buffer + dst_offset;
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memcpy(&ogl_img[ogl_px_idx], pixel, bytes_per_pixel);
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memcpy(&ogl_img.get()[ogl_px_idx], pixel, bytes_per_pixel);
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}
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}
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@ -580,9 +576,7 @@ void RasterizerOpenGL::ReloadColorBuffer() {
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height, fb_color_texture.gl_format, fb_color_texture.gl_type, ogl_img);
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delete[] ogl_img;
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height, fb_color_texture.gl_format, fb_color_texture.gl_type, ogl_img.get());
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}
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/// Copies the 3ds depth framebuffer into the OpenGL depth framebuffer texture
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@ -599,27 +593,25 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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// OpenGL needs 4 bpp alignment for D24
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u32 ogl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
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u8* ogl_img = new u8[fb_depth_texture.width * fb_depth_texture.height * ogl_bpp];
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std::unique_ptr<u8> ogl_img(new u8[fb_depth_texture.width * fb_depth_texture.height * ogl_bpp]);
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for (int x = 0; x < fb_depth_texture.width; ++x)
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{
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for (int y = 0; y < fb_depth_texture.height; ++y)
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{
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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for (int y = 0; y < fb_depth_texture.height; ++y) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 ogl_px_idx = x + y * fb_depth_texture.width;
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switch (fb_depth_texture.format) {
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case Pica::Regs::DepthFormat::D16:
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((u16*)ogl_img)[ogl_px_idx] = Color::DecodeD16(depth_buffer + dst_offset);
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((u16*)ogl_img.get())[ogl_px_idx] = Color::DecodeD16(depth_buffer + dst_offset);
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break;
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case Pica::Regs::DepthFormat::D24:
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((u32*)ogl_img)[ogl_px_idx] = Color::DecodeD24(depth_buffer + dst_offset);
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((u32*)ogl_img.get())[ogl_px_idx] = Color::DecodeD24(depth_buffer + dst_offset);
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break;
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case Pica::Regs::DepthFormat::D24S8:
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{
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Math::Vec2<u32> depth_stencil = Color::DecodeD24S8(depth_buffer + dst_offset);
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((u32*)ogl_img)[ogl_px_idx] = depth_stencil.x << 8 | depth_stencil.y;
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((u32*)ogl_img.get())[ogl_px_idx] = depth_stencil.x << 8 | depth_stencil.y;
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break;
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}
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default:
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@ -635,9 +627,7 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height, fb_depth_texture.gl_format, fb_depth_texture.gl_type, ogl_img);
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delete[] ogl_img;
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height, fb_depth_texture.gl_format, fb_depth_texture.gl_type, ogl_img.get());
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}
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/**
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@ -646,8 +636,7 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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* Then copies into the 3ds framebuffer using proper Morton order
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*/
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void RasterizerOpenGL::CommitFramebuffer() {
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if (last_fb_color_addr != -1)
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{
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if (last_fb_color_addr != -1) {
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u8* color_buffer = Memory::GetPhysicalPointer(last_fb_color_addr);
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if (color_buffer != nullptr) {
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@ -662,10 +651,8 @@ void RasterizerOpenGL::CommitFramebuffer() {
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glActiveTexture(GL_TEXTURE0);
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glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, ogl_img.get());
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for (int x = 0; x < fb_color_texture.width; ++x)
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{
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for (int y = 0; y < fb_color_texture.height; ++y)
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{
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for (int x = 0; x < fb_color_texture.width; ++x) {
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for (int y = 0; y < fb_color_texture.height; ++y) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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u32 ogl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
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@ -677,8 +664,7 @@ void RasterizerOpenGL::CommitFramebuffer() {
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}
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}
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if (last_fb_depth_addr != -1)
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{
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if (last_fb_depth_addr != -1) {
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// TODO: Output seems correct visually, but doesn't quite match sw renderer output. One of them is wrong.
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u8* depth_buffer = Memory::GetPhysicalPointer(last_fb_depth_addr);
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@ -697,10 +683,8 @@ void RasterizerOpenGL::CommitFramebuffer() {
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glActiveTexture(GL_TEXTURE0);
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glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, ogl_img.get());
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for (int x = 0; x < fb_depth_texture.width; ++x)
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{
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for (int y = 0; y < fb_depth_texture.height; ++y)
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{
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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for (int y = 0; y < fb_depth_texture.height; ++y) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 ogl_px_idx = x + y * fb_depth_texture.width;
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@ -22,7 +22,7 @@ void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, int texture_u
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state.texture_unit[texture_unit].texture_2d = cached_texture->second->texture.GetHandle();
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state.Apply();
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} else {
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std::shared_ptr<CachedTexture> new_texture(new CachedTexture());
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std::unique_ptr<CachedTexture> new_texture(new CachedTexture());
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new_texture->texture.Create();
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state.texture_unit[texture_unit].texture_2d = new_texture->texture.GetHandle();
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@ -43,10 +43,8 @@ void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, int texture_u
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Math::Vec4<u8>* rgba_tex = new Math::Vec4<u8>[info.width * info.height];
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for (int i = 0; i < info.width; i++)
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{
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for (int j = 0; j < info.height; j++)
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{
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for (int i = 0; i < info.width; i++) {
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for (int j = 0; j < info.height; j++) {
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rgba_tex[i + info.width * j] = Pica::DebugUtils::LookupTexture(Memory::GetPhysicalPointer(tex_paddr), i, info.height - 1 - j, info);
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}
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}
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@ -55,7 +53,7 @@ void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, int texture_u
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delete[] rgba_tex;
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texture_cache.emplace(tex_paddr, new_texture);
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texture_cache.emplace(tex_paddr, std::move(new_texture));
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}
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}
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@ -32,5 +32,5 @@ private:
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u32 size;
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};
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std::map<u32, std::shared_ptr<CachedTexture>> texture_cache;
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std::map<u32, std::unique_ptr<CachedTexture>> texture_cache;
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};
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@ -6,8 +6,7 @@
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OpenGLState OpenGLState::cur_state;
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OpenGLState::OpenGLState()
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{
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OpenGLState::OpenGLState() {
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// These all match default OpenGL values
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cull.enabled = false;
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cull.mode = GL_BACK;
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@ -58,7 +57,7 @@ void OpenGLState::Apply() {
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glDisable(GL_CULL_FACE);
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}
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//Depth test
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// Depth test
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if (depth.test_enabled) {
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if (depth.test_enabled != cur_state.depth.test_enabled) {
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glEnable(GL_DEPTH_TEST);
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@ -131,8 +130,7 @@ void OpenGLState::Apply() {
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, texture_unit[i].texture_2d);
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}
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}
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else if (texture_unit[i].enabled_2d != cur_state.texture_unit[i].enabled_2d) {
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} else if (texture_unit[i].enabled_2d != cur_state.texture_unit[i].enabled_2d) {
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glActiveTexture(GL_TEXTURE0 + i);
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glDisable(GL_TEXTURE_2D);
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}
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@ -53,14 +53,14 @@ static std::array<GLfloat, 3*2> MakeOrthographicMatrix(const float width, const
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/// RendererOpenGL constructor
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RendererOpenGL::RendererOpenGL() {
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hw_rasterizer = new RasterizerOpenGL();
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hw_rasterizer.reset(new RasterizerOpenGL());
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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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}
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/// RendererOpenGL destructor
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RendererOpenGL::~RendererOpenGL() {
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delete hw_rasterizer;
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}
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/// Swap buffers (render frame)
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