mirror of
https://github.com/citra-emu/citra.git
synced 2024-11-30 09:30:05 +00:00
Add implementation for color filling.
TODO: Get LCD Color Fill data from GPU
This commit is contained in:
parent
e4905143c8
commit
81fa66e9a8
@ -61,18 +61,28 @@ void RendererOpenGL::SwapBuffers() {
|
||||
for(int i : {0, 1}) {
|
||||
const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
|
||||
|
||||
if (textures[i].width != framebuffer.width || textures[i].height != framebuffer.height) {
|
||||
// Reallocate texture if the framebuffer size has changed.
|
||||
// This is expected to not happen very often and hence should not be a
|
||||
// performance problem.
|
||||
glBindTexture(GL_TEXTURE_2D, textures[i].handle);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0,
|
||||
GL_BGR, GL_UNSIGNED_BYTE, nullptr);
|
||||
textures[i].width = framebuffer.width;
|
||||
textures[i].height = framebuffer.height;
|
||||
}
|
||||
u32 lcd_color_fill = 0;
|
||||
// TODO: Get LCD Color Fill data from GPU (main: 0x202204, sub: 0x202A04)
|
||||
|
||||
LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]);
|
||||
if (lcd_color_fill & 1 << 24) { //Enabled
|
||||
u8 r = (lcd_color_fill >> 0) & 0xFF;
|
||||
u8 g = (lcd_color_fill >> 8) & 0xFF;
|
||||
u8 b = (lcd_color_fill >> 16) & 0xFF;
|
||||
LoadColorToActiveGLTexture(r, g, b, &textures[i]);
|
||||
} else {
|
||||
if (textures[i].width != framebuffer.width || textures[i].height != framebuffer.height) {
|
||||
// Reallocate texture if the framebuffer size has changed.
|
||||
// This is expected to not happen very often and hence should not be a
|
||||
// performance problem.
|
||||
glBindTexture(GL_TEXTURE_2D, textures[i].handle);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0,
|
||||
GL_BGR, GL_UNSIGNED_BYTE, nullptr);
|
||||
textures[i].width = framebuffer.width;
|
||||
textures[i].height = framebuffer.height;
|
||||
}
|
||||
|
||||
LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]);
|
||||
}
|
||||
}
|
||||
|
||||
DrawScreens();
|
||||
@ -124,6 +134,31 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates 1x1 framebuffer from color, loads into the active OpenGL texture.
|
||||
* Since the color is solid, the texture can be 1x1 but will stretch across whatever it's rendered on.
|
||||
* This has the added benefit of being *really fast*.
|
||||
*/
|
||||
void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, TextureInfo* texture) {
|
||||
glBindTexture(GL_TEXTURE_2D, texture->handle);
|
||||
|
||||
u8 framebuffer_data[3] = { color_r, color_g, color_b };
|
||||
|
||||
if (texture->width != 1 || texture->height != 1) {
|
||||
// Reallocate texture if the framebuffer size has changed.
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0,
|
||||
GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data);
|
||||
texture->width = 1;
|
||||
texture->height = 1;
|
||||
} else {
|
||||
// Update existing texture
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->width, texture->height,
|
||||
GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes the OpenGL state and creates persistent objects.
|
||||
*/
|
||||
|
@ -51,6 +51,8 @@ private:
|
||||
// Loads framebuffer from emulated memory into the active OpenGL texture.
|
||||
static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
|
||||
const TextureInfo& texture);
|
||||
// Creates 1x1 framebuffer from color, loads into the active OpenGL texture.
|
||||
static void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, TextureInfo* texture);
|
||||
|
||||
EmuWindow* render_window; ///< Handle to render window
|
||||
u32 last_mode; ///< Last render mode
|
||||
@ -62,7 +64,7 @@ private:
|
||||
GLuint vertex_array_handle;
|
||||
GLuint vertex_buffer_handle;
|
||||
GLuint program_id;
|
||||
std::array<TextureInfo, 2> textures;
|
||||
std::array<TextureInfo, 2> textures; // main, sub respectively
|
||||
// Shader uniform location indices
|
||||
GLuint uniform_modelview_matrix;
|
||||
GLuint uniform_color_texture;
|
||||
|
Loading…
Reference in New Issue
Block a user