Rework OpenGL renderer.

The OpenGL renderer has been revised, with the following changes:
 - Initialization and rendering have been refactored to reduce the number of
   redundant objects used.
 - Framebuffer rotation is now done directly, using texture mapping.
 - Attempt to support the LCD framebuffer size registers, under the
   assumption that the 3DS hardware does hardware scaling in case they
   don't match the physical LCD resolution.
 - Vertex coordinates are now given in pixels, and the projection matrix
   isn't hardcoded anymore.
This commit is contained in:
Yuri Kunde Schlesner 2014-08-28 15:21:54 -03:00
parent d90252f92d
commit f1f381aec6
4 changed files with 152 additions and 224 deletions

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@ -6,34 +6,32 @@
namespace GLShaders { namespace GLShaders {
static const char g_vertex_shader[] = R"( const char g_vertex_shader[] = R"(
#version 150 core #version 150 core
in vec3 position;
in vec2 texCoord;
out vec2 UV; in vec2 vert_position;
in vec2 vert_tex_coord;
out vec2 frag_tex_coord;
mat3 window_scale = mat3( uniform mat3x2 proj_matrix;
vec3(1.0, 0.0, 0.0),
vec3(0.0, 5.0/6.0, 0.0), // TODO(princesspeachum): replace hard-coded aspect with uniform
vec3(0.0, 0.0, 1.0)
);
void main() { void main() {
gl_Position.xyz = window_scale * position; gl_Position = vec4(mat2(proj_matrix) * vert_position + proj_matrix[2], 0.0, 1.0);
gl_Position.w = 1.0; frag_tex_coord = vert_tex_coord;
}
)";
UV = texCoord; const char g_fragment_shader[] = R"(
})";
static const char g_fragment_shader[] = R"(
#version 150 core #version 150 core
in vec2 UV;
out vec3 color; in vec2 frag_tex_coord;
uniform sampler2D sampler; out vec4 color;
uniform sampler2D color_texture;
void main() { void main() {
color = texture(sampler, UV).rgb; color = texture(color_texture, frag_tex_coord);
})"; }
)";
} }

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@ -2,65 +2,37 @@
// Licensed under GPLv2 // Licensed under GPLv2
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include "core/hw/gpu.h" #include <GL/glew.h>
#include "core/hw/gpu.h"
#include "core/mem_map.h"
#include "common/emu_window.h"
#include "video_core/video_core.h" #include "video_core/video_core.h"
#include "video_core/renderer_opengl/renderer_opengl.h" #include "video_core/renderer_opengl/renderer_opengl.h"
#include "video_core/renderer_opengl/gl_shader_util.h" #include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_shaders.h" #include "video_core/renderer_opengl/gl_shaders.h"
#include "core/mem_map.h"
#include <algorithm> #include <algorithm>
#include <cassert>
static const GLfloat kViewportAspectRatio = struct GLVertex {
(static_cast<float>(VideoCore::kScreenTopHeight) + VideoCore::kScreenBottomHeight) / VideoCore::kScreenTopWidth; GLfloat position[2];
GLfloat tex_coord[2];
// Fullscreen quad dimensions
static const GLfloat kTopScreenWidthNormalized = 2;
static const GLfloat kTopScreenHeightNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth);
static const GLfloat kBottomScreenWidthNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth);
static const GLfloat kBottomScreenHeightNormalized = kBottomScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth);
static const GLfloat g_vbuffer_top[] = {
// x, y, z u, v
-1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
-1.0f, kTopScreenHeightNormalized, 0.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f, 1.0f
}; };
static const GLfloat g_vbuffer_bottom[] = { /**
// x, y, z u, v * Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
-(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f, * corner and (width, height) on the lower-bottom.
(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 1.0f, 1.0f, */
(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f, static void write_orthographic_matrix(std::array<GLfloat, 3*2>& m, float width, float height) {
(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f, m[0] = 2.f / width; m[2] = 0.f; m[4] = -1.f;
-(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 0.0f, 0.0f, m[1] = 0.f; m[3] = -2.f / height; m[5] = 1.f;
-(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f }
};
/// RendererOpenGL constructor /// RendererOpenGL constructor
RendererOpenGL::RendererOpenGL() { RendererOpenGL::RendererOpenGL() {
resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth); resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
// Initialize screen info
const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
screen_info.Top().width = VideoCore::kScreenTopWidth;
screen_info.Top().height = VideoCore::kScreenTopHeight;
screen_info.Top().stride = framebuffer_top.stride;
screen_info.Top().flipped_xfb_data = xfb_top_flipped;
screen_info.Bottom().width = VideoCore::kScreenBottomWidth;
screen_info.Bottom().height = VideoCore::kScreenBottomHeight;
screen_info.Bottom().stride = framebuffer_sub.stride;
screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped;
} }
/// RendererOpenGL destructor /// RendererOpenGL destructor
@ -74,13 +46,8 @@ void RendererOpenGL::SwapBuffers() {
// EFB->XFB copy // EFB->XFB copy
// TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some // TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
// register write. // register write.
// RenderXFB(textures[0], GPU::g_regs.framebuffer_config[0]);
// TODO(princesspeachum): (related to above^) this should only be called when there's new data, not every frame. RenderXFB(textures[1], GPU::g_regs.framebuffer_config[1]);
// Currently this uploads data that shouldn't have changed.
common::Rect framebuffer_size(0, 0, resolution_width, resolution_height);
RenderXFB(framebuffer_size, framebuffer_size);
// XFB->Window copy
DrawScreens(); DrawScreens();
// Swap buffers // Swap buffers
@ -89,115 +56,117 @@ void RendererOpenGL::SwapBuffers() {
} }
/** /**
* Helper function to flip framebuffer from left-to-right to top-to-bottom * Resolves a framebuffer from emulated video memory to a OpenGL texture.
* @param raw_data Pointer to input raw framebuffer in V/RAM
* @param screen_info ScreenInfo structure with screen size and output buffer pointer
* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
*/ */
void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) { void RendererOpenGL::RenderXFB(TextureInfo& texture, const GPU::Regs::FramebufferConfig& framebuffer) {
for (int x = 0; x < screen_info.width; x++) { const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress(
int in_coord = x * screen_info.stride; framebuffer.active_fb == 1 ? framebuffer.address_left2 : framebuffer.address_left1);
for (int y = screen_info.height-1; y >= 0; y--) {
// TODO: Properly support other framebuffer formats
int out_coord = (x + y * screen_info.width) * 3;
screen_info.flipped_xfb_data[out_coord] = raw_data[in_coord + 2]; // Red
screen_info.flipped_xfb_data[out_coord + 1] = raw_data[in_coord + 1]; // Green
screen_info.flipped_xfb_data[out_coord + 2] = raw_data[in_coord]; // Blue
in_coord += 3;
}
}
}
/**
* Renders external framebuffer (XFB)
* @param src_rect Source rectangle in XFB to copy
* @param dst_rect Destination rectangle in output framebuffer to copy to
*/
void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect) {
const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
const u32 active_fb_top = (framebuffer_top.active_fb == 1)
? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2)
: Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1);
const u32 active_fb_sub = (framebuffer_sub.active_fb == 1)
? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2)
: Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1);
DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x", DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x",
framebuffer_top.stride * framebuffer_top.height, framebuffer.stride * framebuffer.height,
active_fb_top, (int)framebuffer_top.width, framebuffer_vaddr, (int)framebuffer.width,
(int)framebuffer_top.height, (int)framebuffer_top.format); (int)framebuffer.height, (int)framebuffer.format);
FlipFramebuffer(Memory::GetPointer(active_fb_top), screen_info.Top()); const u8* framebuffer_data = Memory::GetPointer(framebuffer_vaddr);
FlipFramebuffer(Memory::GetPointer(active_fb_sub), screen_info.Bottom());
for (int i = 0; i < 2; i++) { // TODO: Handle other pixel formats
ScreenInfo* current_screen = &screen_info[i]; assert(framebuffer.color_format == GPU::Regs::PixelFormat::RGB8);
glBindTexture(GL_TEXTURE_2D, current_screen->texture_id); size_t pixel_stride = framebuffer.stride / 3;
// OpenGL only supports specifying a stride in units of pixels, unfortunately
assert(pixel_stride * 3 == framebuffer.stride);
// Ensure no bad interactions with GL_UNPACK_ALIGNMENT
assert(pixel_stride % 4 == 0);
// TODO: This should consider the GPU registers for framebuffer width, height and stride. glBindTexture(GL_TEXTURE_2D, texture.handle);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, current_screen->width, current_screen->height, glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride);
GL_RGB, GL_UNSIGNED_BYTE, current_screen->flipped_xfb_data);
// TODO: Testing needs to be done on hardware to see if scaling is really
// what happens if you change the framebuffer dimensions so that they
// differ from the LCD resolution.
// TODO: Prevent memory overread
if (texture.width != framebuffer.width || texture.height != framebuffer.height) {
// If the framebuffer size was changed, re-allocated the texture. The
// expectation is that this won't happen very often.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0,
GL_BGR, GL_UNSIGNED_BYTE, framebuffer_data);
texture.width = framebuffer.width;
texture.height = framebuffer.height;
} else {
// Else just update the existing texture
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
GL_BGR, GL_UNSIGNED_BYTE, framebuffer_data);
} }
glBindTexture(GL_TEXTURE_2D, 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
// TODO(princesspeachum): glBindTexture(GL_TEXTURE_2D, 0);
// Only the subset src_rect of the GPU buffer
// should be copied into the texture of the relevant screen.
//
// The method's parameters also only include src_rect and dest_rec for one screen,
// so this may need to be changed (pair for each screen).
} }
/** /**
* Initializes the OpenGL state and creates persistent objects. * Initializes the OpenGL state and creates persistent objects.
*/ */
void RendererOpenGL::InitOpenGLObjects() { void RendererOpenGL::InitOpenGLObjects() {
glGenVertexArrays(1, &vertex_array_id);
glBindVertexArray(vertex_array_id);
glClearColor(1.0f, 1.0f, 1.0f, 0.0f); glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
//glDisable(GL_CULL_FACE);
// Links shaders and get variable locations
program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader); program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
sampler_id = glGetUniformLocation(program_id, "sampler"); uniform_proj_matrix = glGetUniformLocation(program_id, "proj_matrix");
attrib_position = glGetAttribLocation(program_id, "position"); uniform_color_texture = glGetUniformLocation(program_id, "color_texture");
attrib_texcoord = glGetAttribLocation(program_id, "texCoord"); attrib_position = glGetAttribLocation(program_id, "vert_position");
attrib_tex_coord = glGetAttribLocation(program_id, "vert_tex_coord");
// Generate vertex buffers for both screens // Generate VBO handle for drawing
glGenBuffers(1, &screen_info.Top().vertex_buffer_id); glGenBuffers(1, &vertex_buffer_handle);
glGenBuffers(1, &screen_info.Bottom().vertex_buffer_id);
// Attach vertex data for top screen // Generate VAO
glBindBuffer(GL_ARRAY_BUFFER, screen_info.Top().vertex_buffer_id); glGenVertexArrays(1, &vertex_array_handle);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_top), g_vbuffer_top, GL_STATIC_DRAW); glBindVertexArray(vertex_array_handle);
// Attach vertex data for bottom screen // Attach vertex data to VAO
glBindBuffer(GL_ARRAY_BUFFER, screen_info.Bottom().vertex_buffer_id); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_bottom), g_vbuffer_bottom, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(GLVertex) * 4, nullptr, GL_STREAM_DRAW);
glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), (GLvoid*)offsetof(GLVertex, position));
glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), (GLvoid*)offsetof(GLVertex, tex_coord));
glEnableVertexAttribArray(attrib_position);
glEnableVertexAttribArray(attrib_tex_coord);
// Create color buffers for both screens // Allocate textures for each screen
glGenTextures(1, &screen_info.Top().texture_id); for (auto& texture : textures) {
glGenTextures(1, &screen_info.Bottom().texture_id); glGenTextures(1, &texture.handle);
for (int i = 0; i < 2; i++) { // Allocation of storage is deferred until the first frame, when we
// know the framebuffer size.
ScreenInfo* current_screen = &screen_info[i];
// Allocate texture
glBindTexture(GL_TEXTURE_2D, current_screen->vertex_buffer_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, current_screen->width, current_screen->height,
0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, texture.handle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} }
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
} }
/**
* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD rotation.
*/
void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h) {
std::array<GLVertex, 4> vertices = {{
{{x, y}, {1.f, 0.f}},
{{x+w, y}, {1.f, 1.f}},
{{x, y+h}, {0.f, 0.f}},
{{x+w, y+h}, {0.f, 1.f}},
}};
glBindTexture(GL_TEXTURE_2D, texture.handle);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
/** /**
* Draws the emulated screens to the emulator window. * Draws the emulated screens to the emulator window.
*/ */
@ -207,37 +176,23 @@ void RendererOpenGL::DrawScreens() {
glUseProgram(program_id); glUseProgram(program_id);
// Set projection matrix
std::array<GLfloat, 3 * 2> ortho_matrix;
write_orthographic_matrix(ortho_matrix, (float)resolution_width, (float)resolution_height);
glUniformMatrix3x2fv(uniform_proj_matrix, 1, GL_FALSE, ortho_matrix.data());
// Bind texture in Texture Unit 0 // Bind texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glUniform1i(uniform_color_texture, 0);
glEnableVertexAttribArray(attrib_position); const float max_width = std::max((float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenBottomWidth);
glEnableVertexAttribArray(attrib_texcoord); const float top_x = 0.5f * (max_width - VideoCore::kScreenTopWidth);
const float bottom_x = 0.5f * (max_width - VideoCore::kScreenBottomWidth);
for (int i = 0; i < 2; i++) { DrawSingleScreenRotated(textures[0], top_x, 0,
(float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenTopHeight);
ScreenInfo* current_screen = &screen_info[i]; DrawSingleScreenRotated(textures[1], bottom_x, (float)VideoCore::kScreenTopHeight,
(float)VideoCore::kScreenBottomWidth, (float)VideoCore::kScreenBottomHeight);
glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
// Set sampler on Texture Unit 0
glUniform1i(sampler_id, 0);
glBindBuffer(GL_ARRAY_BUFFER, current_screen->vertex_buffer_id);
// Vertex buffer layout
const GLsizei stride = 5 * sizeof(GLfloat);
const GLvoid* uv_offset = (const GLvoid*)(3 * sizeof(GLfloat));
// Configure vertex buffer
glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, NULL);
glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, uv_offset);
// Draw screen
glDrawArrays(GL_TRIANGLES, 0, 6);
}
glDisableVertexAttribArray(attrib_position);
glDisableVertexAttribArray(attrib_texcoord);
m_current_frame++; m_current_frame++;
} }

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@ -5,14 +5,14 @@
#pragma once #pragma once
#include <GL/glew.h> #include <GL/glew.h>
#include "common/common.h" #include "common/common.h"
#include "common/emu_window.h" #include "core/hw/gpu.h"
#include "video_core/renderer_base.h" #include "video_core/renderer_base.h"
#include <array> #include <array>
class EmuWindow;
class RendererOpenGL : public RendererBase { class RendererOpenGL : public RendererBase {
public: public:
@ -22,13 +22,6 @@ public:
/// Swap buffers (render frame) /// Swap buffers (render frame)
void SwapBuffers(); void SwapBuffers();
/**
* Renders external framebuffer (XFB)
* @param src_rect Source rectangle in XFB to copy
* @param dst_rect Destination rectangle in output framebuffer to copy to
*/
void RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect);
/** /**
* Set the emulator window to use for renderer * Set the emulator window to use for renderer
* @param window EmuWindow handle to emulator window to use for rendering * @param window EmuWindow handle to emulator window to use for rendering
@ -42,32 +35,18 @@ public:
void ShutDown(); void ShutDown();
private: private:
void InitOpenGLObjects(); /// Structure used for storing information about the textures for each 3DS screen
void DrawScreens(); struct TextureInfo {
void UpdateFramerate(); GLuint handle;
GLsizei width;
/// Structure used for storing information for rendering each 3DS screen GLsizei height;
struct ScreenInfo {
// Properties
int width;
int height;
int stride; ///< Number of bytes between the coordinates (0,0) and (1,0)
// OpenGL object IDs
GLuint texture_id;
GLuint vertex_buffer_id;
// Temporary
u8* flipped_xfb_data;
}; };
/** void InitOpenGLObjects();
* Helper function to flip framebuffer from left-to-right to top-to-bottom void DrawScreens();
* @param raw_data Pointer to input raw framebuffer in V/RAM void DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h);
* @param screen_info ScreenInfo structure with screen size and output buffer pointer void UpdateFramerate();
* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei static void RenderXFB(TextureInfo& texture, const GPU::Regs::FramebufferConfig& framebuffer);
*/
void FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info);
EmuWindow* render_window; ///< Handle to render window EmuWindow* render_window; ///< Handle to render window
u32 last_mode; ///< Last render mode u32 last_mode; ///< Last render mode
@ -75,22 +54,15 @@ private:
int resolution_width; ///< Current resolution width int resolution_width; ///< Current resolution width
int resolution_height; ///< Current resolution height int resolution_height; ///< Current resolution height
// OpenGL global object IDs // OpenGL object IDs
GLuint vertex_array_id; GLuint vertex_array_handle;
GLuint vertex_buffer_handle;
GLuint program_id; GLuint program_id;
GLuint sampler_id; std::array<TextureInfo, 2> textures;
// Shader uniform location indices
GLuint uniform_proj_matrix;
GLuint uniform_color_texture;
// Shader attribute input indices // Shader attribute input indices
GLuint attrib_position; GLuint attrib_position;
GLuint attrib_texcoord; GLuint attrib_tex_coord;
struct : std::array<ScreenInfo, 2> {
ScreenInfo& Top() { return (*this)[0]; }
ScreenInfo& Bottom() { return (*this)[1]; }
} screen_info;
// "Flipped" framebuffers translate scanlines from native 3DS left-to-right to top-to-bottom
// as OpenGL expects them in a texture. There probably is a more efficient way of doing this:
u8 xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopHeight * 4];
u8 xfb_bottom_flipped[VideoCore::kScreenBottomWidth * VideoCore::kScreenBottomHeight * 4];
}; };

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@ -17,6 +17,9 @@ namespace VideoCore {
// 3DS Video Constants // 3DS Video Constants
// ------------------- // -------------------
// NOTE: The LCDs actually rotate the image 90 degrees when displaying. Because
// of that the framebuffers in video memory are stored in column-major order
// and rendered sideways, causing the widths and heights here to be switched.
static const int kScreenTopWidth = 400; ///< 3DS top screen width static const int kScreenTopWidth = 400; ///< 3DS top screen width
static const int kScreenTopHeight = 240; ///< 3DS top screen height static const int kScreenTopHeight = 240; ///< 3DS top screen height
static const int kScreenBottomWidth = 320; ///< 3DS bottom screen width static const int kScreenBottomWidth = 320; ///< 3DS bottom screen width