mirror of https://github.com/citra-emu/citra.git
137 lines
4.9 KiB
C++
137 lines
4.9 KiB
C++
// Copyright 2022 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include "core/hw/gpu.h"
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#include "video_core/renderer_base.h"
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#include "video_core/renderer_opengl/frame_dumper_opengl.h"
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#include "video_core/renderer_opengl/gl_driver.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_state.h"
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namespace Layout {
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struct FramebufferLayout;
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}
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namespace Core {
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class System;
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}
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namespace Frontend {
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struct Frame {
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u32 width{}; /// Width of the frame (to detect resize)
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u32 height{}; /// Height of the frame
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bool color_reloaded = false; /// Texture attachment was recreated (ie: resized)
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OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO
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OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
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OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
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GLsync render_fence{}; /// Fence created on the render thread
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GLsync present_fence{}; /// Fence created on the presentation thread
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};
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} // namespace Frontend
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namespace OpenGL {
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/// Structure used for storing information about the textures for each 3DS screen
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struct TextureInfo {
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OGLTexture resource;
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GLsizei width;
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GLsizei height;
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GPU::Regs::PixelFormat format;
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GLenum gl_format;
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GLenum gl_type;
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};
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/// Structure used for storing information about the display target for each 3DS screen
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struct ScreenInfo {
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GLuint display_texture;
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Common::Rectangle<float> display_texcoords;
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TextureInfo texture;
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};
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class RendererOpenGL : public VideoCore::RendererBase {
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public:
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explicit RendererOpenGL(Core::System& system, Frontend::EmuWindow& window,
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Frontend::EmuWindow* secondary_window);
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~RendererOpenGL() override;
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[[nodiscard]] VideoCore::RasterizerInterface* Rasterizer() const override {
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return rasterizer.get();
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}
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void SwapBuffers() override;
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void TryPresent(int timeout_ms, bool is_secondary) override;
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void PrepareVideoDumping() override;
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void CleanupVideoDumping() override;
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void Sync() override;
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private:
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void InitOpenGLObjects();
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void ReloadSampler();
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void ReloadShader();
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void PrepareRendertarget();
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void RenderScreenshot();
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void RenderToMailbox(const Layout::FramebufferLayout& layout,
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std::unique_ptr<Frontend::TextureMailbox>& mailbox, bool flipped);
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void ConfigureFramebufferTexture(TextureInfo& texture,
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const GPU::Regs::FramebufferConfig& framebuffer);
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void DrawScreens(const Layout::FramebufferLayout& layout, bool flipped);
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void ApplySecondLayerOpacity();
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void ResetSecondLayerOpacity();
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void DrawBottomScreen(const Layout::FramebufferLayout& layout,
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const Common::Rectangle<u32>& bottom_screen);
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void DrawTopScreen(const Layout::FramebufferLayout& layout,
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const Common::Rectangle<u32>& top_screen);
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void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h);
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void DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h);
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void DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
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const ScreenInfo& screen_info_r, float x, float y, float w,
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float h);
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void DrawSingleScreenStereo(const ScreenInfo& screen_info_l, const ScreenInfo& screen_info_r,
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float x, float y, float w, float h);
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// Loads framebuffer from emulated memory into the display information structure
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void LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer,
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ScreenInfo& screen_info, bool right_eye);
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// Fills active OpenGL texture with the given RGB color.
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void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture);
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private:
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Driver driver;
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OpenGLState state;
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std::unique_ptr<RasterizerOpenGL> rasterizer;
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// OpenGL object IDs
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OGLVertexArray vertex_array;
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OGLBuffer vertex_buffer;
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OGLProgram shader;
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OGLFramebuffer screenshot_framebuffer;
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OGLSampler filter_sampler;
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/// Display information for top and bottom screens respectively
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std::array<ScreenInfo, 3> screen_infos;
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// Shader uniform location indices
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GLuint uniform_modelview_matrix;
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GLuint uniform_color_texture;
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GLuint uniform_color_texture_r;
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// Shader uniform for Dolphin compatibility
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GLuint uniform_i_resolution;
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GLuint uniform_o_resolution;
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GLuint uniform_layer;
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// Shader attribute input indices
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GLuint attrib_position;
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GLuint attrib_tex_coord;
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FrameDumperOpenGL frame_dumper;
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};
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} // namespace OpenGL
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