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Address some review concerns.
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0e0cccf0e2
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@ -13,9 +13,14 @@ in vec2 vert_position;
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in vec2 vert_tex_coord;
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out vec2 frag_tex_coord;
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// This is a truncated 3x3 matrix for 2D transformations, with the last row
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// assumed to implicitly be [0, 0, 1].
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uniform mat3x2 proj_matrix;
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void main() {
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// Multiply vector by the rotscale part of the matrix and then manually translate by the last
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// column. This is equivalent to if proj_matrix was a full 3x3 matrix and the vector were
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// expanded to `vec3(vert_position.xy, 1.0)`.
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gl_Position = vec4(mat2(proj_matrix) * vert_position + proj_matrix[2], 0.0, 1.0);
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frag_tex_coord = vert_tex_coord;
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}
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@ -13,9 +13,18 @@
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#include "video_core/renderer_opengl/gl_shaders.h"
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#include <algorithm>
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#include <cassert>
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struct GLVertex {
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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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GLfloat position[2];
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GLfloat tex_coord[2];
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};
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@ -24,9 +33,14 @@ struct GLVertex {
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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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static void write_orthographic_matrix(std::array<GLfloat, 3*2>& m, float width, float height) {
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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> m;
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m[0] = 2.f / width; m[2] = 0.f; m[4] = -1.f;
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m[1] = 0.f; m[3] = -2.f / height; m[5] = 1.f;
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// Last row is implicitly [0, 0, 1].
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return m;
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}
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/// RendererOpenGL constructor
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@ -56,7 +70,7 @@ void RendererOpenGL::SwapBuffers() {
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}
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/**
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* Resolves a framebuffer from emulated video memory to a OpenGL texture.
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* Loads framebuffer from emulated video memory onto an OpenGL texture.
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*/
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void RendererOpenGL::RenderXFB(TextureInfo& texture, const GPU::Regs::FramebufferConfig& framebuffer) {
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const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress(
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@ -70,13 +84,14 @@ void RendererOpenGL::RenderXFB(TextureInfo& texture, const GPU::Regs::Framebuffe
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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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assert(framebuffer.color_format == GPU::Regs::PixelFormat::RGB8);
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_dbg_assert_msg_(RENDER, framebuffer.color_format == GPU::Regs::PixelFormat::RGB8, "Currently 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, unfortunately
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assert(pixel_stride * 3 == framebuffer.stride);
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// Ensure no bad interactions with GL_UNPACK_ALIGNMENT
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assert(pixel_stride % 4 == 0);
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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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@ -84,9 +99,9 @@ void RendererOpenGL::RenderXFB(TextureInfo& texture, const GPU::Regs::Framebuffe
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// TODO: Testing needs to be done on hardware to see if scaling is really
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// what happens if you change the framebuffer dimensions so that they
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// differ from the LCD resolution.
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// TODO: Prevent memory overread
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// TODO: Prevent overread from memory buffer
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if (texture.width != framebuffer.width || texture.height != framebuffer.height) {
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// If the framebuffer size was changed, re-allocated the texture. The
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// If the framebuffer size was changed, re-allocate the texture. The
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// expectation is that this won't happen very often.
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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, framebuffer_data);
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@ -109,9 +124,8 @@ void RendererOpenGL::RenderXFB(TextureInfo& texture, const GPU::Regs::Framebuffe
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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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//glDisable(GL_CULL_FACE);
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// Links shaders and get variable locations
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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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uniform_proj_matrix = glGetUniformLocation(program_id, "proj_matrix");
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uniform_color_texture = glGetUniformLocation(program_id, "color_texture");
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@ -127,9 +141,9 @@ void RendererOpenGL::InitOpenGLObjects() {
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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(GLVertex) * 4, nullptr, GL_STREAM_DRAW);
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glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), (GLvoid*)offsetof(GLVertex, position));
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glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), (GLvoid*)offsetof(GLVertex, tex_coord));
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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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@ -154,12 +168,12 @@ void RendererOpenGL::InitOpenGLObjects() {
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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<GLVertex, 4> vertices = {{
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{{x, y}, {1.f, 0.f}},
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{{x+w, y}, {1.f, 1.f}},
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{{x, y+h}, {0.f, 0.f}},
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{{x+w, y+h}, {0.f, 1.f}},
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}};
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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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@ -177,8 +191,7 @@ void RendererOpenGL::DrawScreens() {
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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;
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write_orthographic_matrix(ortho_matrix, (float)resolution_width, (float)resolution_height);
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std::array<GLfloat, 3*2> ortho_matrix = MakeOrthographicMatrix((float)resolution_width, (float)resolution_height);
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glUniformMatrix3x2fv(uniform_proj_matrix, 1, GL_FALSE, ortho_matrix.data());
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// Bind texture in Texture Unit 0
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@ -17,9 +17,10 @@ namespace VideoCore {
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// 3DS Video Constants
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// -------------------
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// NOTE: The LCDs actually rotate the image 90 degrees when displaying. Because
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// of that the framebuffers in video memory are stored in column-major order
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// and rendered sideways, causing the widths and heights here to be switched.
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// NOTE: The LCDs actually rotate the image 90 degrees when displaying. Because of that the
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// framebuffers in video memory are stored in column-major order and rendered sideways, causing
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// the widths and heights of the framebuffers read by the LCD to be switched compared to the
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// heights and widths of the screens listed here.
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static const int kScreenTopWidth = 400; ///< 3DS top screen width
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static const int kScreenTopHeight = 240; ///< 3DS top screen height
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static const int kScreenBottomWidth = 320; ///< 3DS bottom screen width
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