GPU: Make use of RegisterSet.
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parent
357d893b26
commit
75775e9ef4
4 changed files with 225 additions and 350 deletions
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@ -12,8 +12,8 @@
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/// RendererOpenGL constructor
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RendererOpenGL::RendererOpenGL() {
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memset(m_fbo, 0, sizeof(m_fbo));
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memset(m_fbo_rbo, 0, sizeof(m_fbo_rbo));
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memset(m_fbo, 0, sizeof(m_fbo));
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memset(m_fbo_rbo, 0, sizeof(m_fbo_rbo));
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memset(m_fbo_depth_buffers, 0, sizeof(m_fbo_depth_buffers));
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m_resolution_width = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
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@ -35,7 +35,7 @@ void RendererOpenGL::SwapBuffers() {
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m_render_window->MakeCurrent();
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// EFB->XFB copy
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// TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
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// TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
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// register write We're also treating both framebuffers as a single one in OpenGL.
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common::Rect framebuffer_size(0, 0, m_resolution_width, m_resolution_height);
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RenderXFB(framebuffer_size, framebuffer_size);
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@ -71,24 +71,26 @@ void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) {
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}
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}
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/**
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/**
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* Renders external framebuffer (XFB)
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* @param src_rect Source rectangle in XFB to copy
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* @param dst_rect Destination rectangle in output framebuffer to copy to
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*/
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void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect) {
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const u32 active_fb_top = (GPU::g_regs.top_framebuffer.active_fb == 1)
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? GPU::g_regs.framebuffer_top_left_2
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: GPU::g_regs.framebuffer_top_left_1;
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const u32 active_fb_sub = (GPU::g_regs.sub_framebuffer.active_fb == 1)
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? GPU::g_regs.framebuffer_sub_left_2
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: GPU::g_regs.framebuffer_sub_left_1;
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const auto& framebuffer_top = GPU::g_regs.Get<GPU::Regs::FramebufferTop>();
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const auto& framebuffer_sub = GPU::g_regs.Get<GPU::Regs::FramebufferBottom>();
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const u32 active_fb_top = (framebuffer_top.data.active_fb == 1)
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? framebuffer_top.data.address_left2
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: framebuffer_top.data.address_left1;
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const u32 active_fb_sub = (framebuffer_sub.data.active_fb == 1)
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? framebuffer_sub.data.address_left2
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: framebuffer_sub.data.address_left1;
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DEBUG_LOG(GPU, "RenderXFB: %x bytes from %x(%xx%x), fmt %x",
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GPU::g_regs.top_framebuffer.stride * GPU::g_regs.top_framebuffer.height,
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GPU::GetFramebufferAddr(GPU::g_regs.framebuffer_top_left_1), (int)GPU::g_regs.top_framebuffer.width,
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(int)GPU::g_regs.top_framebuffer.height, (int)GPU::g_regs.top_framebuffer.format);
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framebuffer_top.data.stride * framebuffer_top.data.height,
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GPU::GetFramebufferAddr(active_fb_top), (int)framebuffer_top.data.width,
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(int)framebuffer_top.data.height, (int)framebuffer_top.data.format);
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// TODO: This should consider the GPU registers for framebuffer width, height and stride.
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FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_top), m_xfb_top_flipped);
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@ -112,7 +114,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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// Blit
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glBlitFramebuffer(src_rect.x0_, src_rect.y0_, src_rect.x1_, src_rect.y1_,
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glBlitFramebuffer(src_rect.x0_, src_rect.y0_, src_rect.x1_, src_rect.y1_,
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dst_rect.x0_, dst_rect.y1_, dst_rect.x1_, dst_rect.y0_,
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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@ -138,7 +140,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
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// Blit
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int offset = (VideoCore::kScreenTopWidth - VideoCore::kScreenBottomWidth) / 2;
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glBlitFramebuffer(0,0, VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight,
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glBlitFramebuffer(0,0, VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight,
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offset, VideoCore::kScreenBottomHeight, VideoCore::kScreenBottomWidth + offset, 0,
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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@ -147,7 +149,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
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/// Initialize the FBO
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void RendererOpenGL::InitFramebuffer() {
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// TODO(bunnei): This should probably be implemented with the top screen and bottom screen as
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// TODO(bunnei): This should probably be implemented with the top screen and bottom screen as
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// separate framebuffers
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// Init the FBOs
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@ -160,12 +162,12 @@ void RendererOpenGL::InitFramebuffer() {
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for (int i = 0; i < kMaxFramebuffers; i++) {
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// Generate color buffer storage
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glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_rbo[i]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth,
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth,
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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// Generate depth buffer storage
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glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth,
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth,
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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// Attach the buffers
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@ -181,7 +183,7 @@ void RendererOpenGL::InitFramebuffer() {
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} else {
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ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer");
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exit(1);
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}
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our frame buffer(s)
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@ -189,8 +191,8 @@ void RendererOpenGL::InitFramebuffer() {
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// -------------------------------
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// Create XFB textures
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glGenTextures(1, &m_xfb_texture_top);
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glGenTextures(1, &m_xfb_texture_bottom);
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glGenTextures(1, &m_xfb_texture_top);
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glGenTextures(1, &m_xfb_texture_bottom);
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// Alocate video memorry for XFB textures
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glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top);
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@ -206,13 +208,13 @@ void RendererOpenGL::InitFramebuffer() {
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// Create the FBO and attach color/depth textures
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glGenFramebuffers(1, &m_xfb_top); // Generate framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_top);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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m_xfb_texture_top, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glGenFramebuffers(1, &m_xfb_bottom); // Generate framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_bottom);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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m_xfb_texture_bottom, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@ -228,7 +230,7 @@ void RendererOpenGL::RenderFramebuffer() {
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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// Blit
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glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width,
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glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width,
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m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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// Update the FPS count
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@ -244,7 +246,7 @@ void RendererOpenGL::RenderFramebuffer() {
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void RendererOpenGL::UpdateFramerate() {
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}
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/**
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/**
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* Set the emulator window to use for renderer
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* @param window EmuWindow handle to emulator window to use for rendering
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*/
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@ -278,7 +280,7 @@ void RendererOpenGL::Init() {
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GLenum err = glewInit();
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if (GLEW_OK != err) {
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ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...",
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ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...",
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glewGetErrorString(err));
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exit(-1);
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}
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