Merge pull request #629 from archshift/lcdfb
Implement SetLcdForceBlack and add implementation for color filling in the GPU code
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commit
b56829df02
12 changed files with 282 additions and 52 deletions
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@ -3,6 +3,8 @@
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// Refer to the license.txt file included.
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#include "core/hw/gpu.h"
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#include "core/hw/hw.h"
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#include "core/hw/lcd.h"
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#include "core/mem_map.h"
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#include "common/emu_window.h"
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@ -64,16 +66,33 @@ void RendererOpenGL::SwapBuffers() {
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for(int i : {0, 1}) {
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const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
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if (textures[i].width != (GLsizei)framebuffer.width ||
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textures[i].height != (GLsizei)framebuffer.height ||
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textures[i].format != framebuffer.color_format) {
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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ConfigureFramebufferTexture(textures[i], framebuffer);
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}
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// Main LCD (0): 0x1ED02204, Sub LCD (1): 0x1ED02A04
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u32 lcd_color_addr = (i == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom);
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lcd_color_addr = HW::VADDR_LCD + 4 * lcd_color_addr;
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LCD::Regs::ColorFill color_fill = {0};
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LCD::Read(color_fill.raw, lcd_color_addr);
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LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]);
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if (color_fill.is_enabled) {
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LoadColorToActiveGLTexture(color_fill.color_r, color_fill.color_g, color_fill.color_b, textures[i]);
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// Resize the texture in case the framebuffer size has changed
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textures[i].width = 1;
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textures[i].height = 1;
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} else {
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if (textures[i].width != (GLsizei)framebuffer.width ||
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textures[i].height != (GLsizei)framebuffer.height ||
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textures[i].format != framebuffer.color_format) {
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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ConfigureFramebufferTexture(textures[i], framebuffer);
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}
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LoadFBToActiveGLTexture(framebuffer, textures[i]);
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// Resize the texture in case the framebuffer size has changed
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textures[i].width = framebuffer.width;
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textures[i].height = framebuffer.height;
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}
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}
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DrawScreens();
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@ -127,10 +146,25 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
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// TODO: Applications could theoretically crash Citra here by specifying too large
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// framebuffer sizes. We should make sure that this cannot happen.
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
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texture.gl_format, texture.gl_type, framebuffer_data);
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texture.gl_format, texture.gl_type, framebuffer_data);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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/**
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* Fills active OpenGL texture with the given RGB color.
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* Since the color is solid, the texture can be 1x1 but will stretch across whatever it's rendered on.
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* This has the added benefit of being *really fast*.
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*/
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void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
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const TextureInfo& texture) {
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glBindTexture(GL_TEXTURE_2D, texture.handle);
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u8 framebuffer_data[3] = { color_r, color_g, color_b };
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// Update existing texture
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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@ -58,6 +58,9 @@ private:
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// Loads framebuffer from emulated memory into the active OpenGL texture.
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static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
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const TextureInfo& texture);
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// Fills active OpenGL texture with the given RGB color.
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static void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
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const TextureInfo& texture);
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/// Computes the viewport rectangle
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MathUtil::Rectangle<unsigned> GetViewportExtent();
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@ -72,7 +75,7 @@ private:
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GLuint vertex_array_handle;
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GLuint vertex_buffer_handle;
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GLuint program_id;
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std::array<TextureInfo, 2> textures;
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std::array<TextureInfo, 2> textures; ///< Textures for top and bottom screens respectively
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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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