renderer_opengl: Move commentaries to header file
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		| @@ -62,9 +62,7 @@ void main() { | ||||
| } | ||||
| )"; | ||||
|  | ||||
| /** | ||||
|  * Vertex structure that the drawn screen rectangles are composed of. | ||||
|  */ | ||||
| /// Vertex structure that the drawn screen rectangles are composed of. | ||||
| struct ScreenRectVertex { | ||||
|     ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) { | ||||
|         position[0] = x; | ||||
| @@ -138,9 +136,6 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) { | ||||
|     prev_state.Apply(); | ||||
| } | ||||
|  | ||||
| /** | ||||
|  * Loads framebuffer from emulated memory into the active OpenGL texture. | ||||
|  */ | ||||
| void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) { | ||||
|     // Framebuffer orientation handling | ||||
|     framebuffer_transform_flags = framebuffer.transform_flags; | ||||
| @@ -181,19 +176,12 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf | ||||
|     glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); | ||||
| } | ||||
|  | ||||
| /** | ||||
|  * Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can | ||||
|  * be 1x1 but will stretch across whatever it's rendered on. | ||||
|  */ | ||||
| void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a, | ||||
|                                                 const TextureInfo& texture) { | ||||
|     const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r}; | ||||
|     glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data); | ||||
| } | ||||
|  | ||||
| /** | ||||
|  * Initializes the OpenGL state and creates persistent objects. | ||||
|  */ | ||||
| void RendererOpenGL::InitOpenGLObjects() { | ||||
|     glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, | ||||
|                  0.0f); | ||||
| @@ -351,9 +339,6 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, | ||||
|     state.Apply(); | ||||
| } | ||||
|  | ||||
| /** | ||||
|  * Draws the emulated screens to the emulator window. | ||||
|  */ | ||||
| void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { | ||||
|     if (renderer_settings.set_background_color) { | ||||
|         // Update background color before drawing | ||||
| @@ -381,7 +366,6 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { | ||||
|     m_current_frame++; | ||||
| } | ||||
|  | ||||
| /// Updates the framerate | ||||
| void RendererOpenGL::UpdateFramerate() {} | ||||
|  | ||||
| void RendererOpenGL::CaptureScreenshot() { | ||||
| @@ -495,7 +479,6 @@ bool RendererOpenGL::Init() { | ||||
|     return true; | ||||
| } | ||||
|  | ||||
| /// Shutdown the renderer | ||||
| void RendererOpenGL::ShutDown() {} | ||||
|  | ||||
| } // namespace OpenGL | ||||
|   | ||||
| @@ -59,21 +59,31 @@ public: | ||||
|     void ShutDown() override; | ||||
|  | ||||
| private: | ||||
|     /// Initializes the OpenGL state and creates persistent objects. | ||||
|     void InitOpenGLObjects(); | ||||
|  | ||||
|     void AddTelemetryFields(); | ||||
|  | ||||
|     void CreateRasterizer(); | ||||
|  | ||||
|     void ConfigureFramebufferTexture(TextureInfo& texture, | ||||
|                                      const Tegra::FramebufferConfig& framebuffer); | ||||
|  | ||||
|     /// Draws the emulated screens to the emulator window. | ||||
|     void DrawScreen(const Layout::FramebufferLayout& layout); | ||||
|  | ||||
|     void DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h); | ||||
|  | ||||
|     /// Updates the framerate. | ||||
|     void UpdateFramerate(); | ||||
|  | ||||
|     void CaptureScreenshot(); | ||||
|  | ||||
|     // Loads framebuffer from emulated memory into the display information structure | ||||
|     /// Loads framebuffer from emulated memory into the active OpenGL texture. | ||||
|     void LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer); | ||||
|     // Fills active OpenGL texture with the given RGBA color. | ||||
|  | ||||
|     /// Fills active OpenGL texture with the given RGB color.Since the color is solid, the texture | ||||
|     /// can be 1x1 but will stretch across whatever it's rendered on. | ||||
|     void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a, | ||||
|                                     const TextureInfo& texture); | ||||
|  | ||||
|   | ||||
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