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	Merge pull request #3182 from ReinUsesLisp/renderer-opengl
renderer_opengl: Miscellaneous clean ups
This commit is contained in:
		
						commit
						65b1b05e05
					
				@ -24,19 +24,21 @@
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namespace OpenGL {
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					namespace OpenGL {
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static const char vertex_shader[] = R"(
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					namespace {
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#version 150 core
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in vec2 vert_position;
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					constexpr char vertex_shader[] = R"(
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in vec2 vert_tex_coord;
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					#version 430 core
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out vec2 frag_tex_coord;
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					layout (location = 0) in vec2 vert_position;
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					layout (location = 1) in vec2 vert_tex_coord;
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					layout (location = 0) out vec2 frag_tex_coord;
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// This is a truncated 3x3 matrix for 2D transformations:
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					// This is a truncated 3x3 matrix for 2D transformations:
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// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
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					// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
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// The third column performs translation.
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					// The third column performs translation.
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// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
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					// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
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// implicitly be [0, 0, 1]
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					// implicitly be [0, 0, 1]
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uniform mat3x2 modelview_matrix;
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					layout (location = 0) uniform mat3x2 modelview_matrix;
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void main() {
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					void main() {
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    // Multiply input position by the rotscale part of the matrix and then manually translate by
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					    // Multiply input position by the rotscale part of the matrix and then manually translate by
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@ -47,34 +49,29 @@ void main() {
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}
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					}
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)";
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					)";
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static const char fragment_shader[] = R"(
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					constexpr char fragment_shader[] = R"(
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#version 150 core
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					#version 430 core
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in vec2 frag_tex_coord;
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					layout (location = 0) in vec2 frag_tex_coord;
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out vec4 color;
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					layout (location = 0) out vec4 color;
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uniform sampler2D color_texture;
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					layout (binding = 0) uniform sampler2D color_texture;
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void main() {
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					void main() {
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    // Swap RGBA -> ABGR so we don't have to do this on the CPU. This needs to change if we have to
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    // support more framebuffer pixel formats.
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    color = texture(color_texture, frag_tex_coord);
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					    color = texture(color_texture, frag_tex_coord);
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}
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					}
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)";
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					)";
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/**
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					constexpr GLint PositionLocation = 0;
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 * Vertex structure that the drawn screen rectangles are composed of.
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					constexpr GLint TexCoordLocation = 1;
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 */
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					constexpr GLint ModelViewMatrixLocation = 0;
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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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					struct ScreenRectVertex {
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    GLfloat tex_coord[2];
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					    constexpr ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v)
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					        : position{{x, y}}, tex_coord{{u, v}} {}
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					    std::array<GLfloat, 2> position;
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					    std::array<GLfloat, 2> tex_coord;
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};
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					};
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/**
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					/**
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@ -84,7 +81,7 @@ struct ScreenRectVertex {
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 * The projection part of the matrix is trivial, hence these operations are represented
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					 * The projection part of the matrix is trivial, hence these operations are represented
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 * by a 3x2 matrix.
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					 * by a 3x2 matrix.
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 */
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					 */
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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> MakeOrthographicMatrix(float width, float height) {
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    std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
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					    std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
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    // clang-format off
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					    // clang-format off
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@ -96,6 +93,70 @@ static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, cons
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    return matrix;
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					    return matrix;
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}
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					}
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					const char* GetSource(GLenum source) {
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					    switch (source) {
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					    case GL_DEBUG_SOURCE_API:
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					        return "API";
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					    case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
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					        return "WINDOW_SYSTEM";
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					    case GL_DEBUG_SOURCE_SHADER_COMPILER:
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					        return "SHADER_COMPILER";
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					    case GL_DEBUG_SOURCE_THIRD_PARTY:
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					        return "THIRD_PARTY";
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					    case GL_DEBUG_SOURCE_APPLICATION:
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					        return "APPLICATION";
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					    case GL_DEBUG_SOURCE_OTHER:
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					        return "OTHER";
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					    default:
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					        UNREACHABLE();
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					        return "Unknown source";
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					    }
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					}
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					const char* GetType(GLenum type) {
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					    switch (type) {
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					    case GL_DEBUG_TYPE_ERROR:
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					        return "ERROR";
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					    case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
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					        return "DEPRECATED_BEHAVIOR";
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					    case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
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					        return "UNDEFINED_BEHAVIOR";
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					    case GL_DEBUG_TYPE_PORTABILITY:
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					        return "PORTABILITY";
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					    case GL_DEBUG_TYPE_PERFORMANCE:
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					        return "PERFORMANCE";
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					    case GL_DEBUG_TYPE_OTHER:
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					        return "OTHER";
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					    case GL_DEBUG_TYPE_MARKER:
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					        return "MARKER";
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					    default:
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					        UNREACHABLE();
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					        return "Unknown type";
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					    }
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					}
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					void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
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					                           const GLchar* message, const void* user_param) {
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					    const char format[] = "{} {} {}: {}";
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					    const char* const str_source = GetSource(source);
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					    const char* const str_type = GetType(type);
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					    switch (severity) {
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					    case GL_DEBUG_SEVERITY_HIGH:
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					        LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message);
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					        break;
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					    case GL_DEBUG_SEVERITY_MEDIUM:
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					        LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message);
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					        break;
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					    case GL_DEBUG_SEVERITY_NOTIFICATION:
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					    case GL_DEBUG_SEVERITY_LOW:
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					        LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message);
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					        break;
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					    }
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					}
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					} // Anonymous namespace
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RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
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					RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
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    : VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system} {}
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					    : VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system} {}
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@ -138,9 +199,6 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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    prev_state.Apply();
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					    prev_state.Apply();
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}
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					}
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/**
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 * Loads framebuffer from emulated memory into the active OpenGL texture.
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 */
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void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
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					void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
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    // Framebuffer orientation handling
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					    // Framebuffer orientation handling
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    framebuffer_transform_flags = framebuffer.transform_flags;
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					    framebuffer_transform_flags = framebuffer.transform_flags;
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@ -181,19 +239,12 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
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    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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					    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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}
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					}
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/**
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 * Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can
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 * be 1x1 but will stretch across whatever it's rendered on.
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 */
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void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
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					void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
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                                                const TextureInfo& texture) {
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					                                                const TextureInfo& texture) {
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    const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r};
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					    const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r};
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    glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data);
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					    glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data);
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}
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					}
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/**
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 * Initializes the OpenGL state and creates persistent objects.
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 */
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void RendererOpenGL::InitOpenGLObjects() {
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					void RendererOpenGL::InitOpenGLObjects() {
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    glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
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					    glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
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                 0.0f);
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					                 0.0f);
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@ -203,10 +254,6 @@ void RendererOpenGL::InitOpenGLObjects() {
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    state.draw.shader_program = shader.handle;
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					    state.draw.shader_program = shader.handle;
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    state.AllDirty();
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					    state.AllDirty();
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    state.Apply();
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					    state.Apply();
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    uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
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    uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
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    attrib_position = glGetAttribLocation(shader.handle, "vert_position");
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    attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord");
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    // Generate VBO handle for drawing
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					    // Generate VBO handle for drawing
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    vertex_buffer.Create();
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					    vertex_buffer.Create();
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@ -217,14 +264,14 @@ void RendererOpenGL::InitOpenGLObjects() {
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    // Attach vertex data to VAO
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					    // Attach vertex data to VAO
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    glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
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					    glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
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    glVertexArrayAttribFormat(vertex_array.handle, attrib_position, 2, GL_FLOAT, GL_FALSE,
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					    glVertexArrayAttribFormat(vertex_array.handle, PositionLocation, 2, GL_FLOAT, GL_FALSE,
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                              offsetof(ScreenRectVertex, position));
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					                              offsetof(ScreenRectVertex, position));
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    glVertexArrayAttribFormat(vertex_array.handle, attrib_tex_coord, 2, GL_FLOAT, GL_FALSE,
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					    glVertexArrayAttribFormat(vertex_array.handle, TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
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                              offsetof(ScreenRectVertex, tex_coord));
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					                              offsetof(ScreenRectVertex, tex_coord));
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    glVertexArrayAttribBinding(vertex_array.handle, attrib_position, 0);
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					    glVertexArrayAttribBinding(vertex_array.handle, PositionLocation, 0);
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    glVertexArrayAttribBinding(vertex_array.handle, attrib_tex_coord, 0);
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					    glVertexArrayAttribBinding(vertex_array.handle, TexCoordLocation, 0);
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    glEnableVertexArrayAttrib(vertex_array.handle, attrib_position);
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					    glEnableVertexArrayAttrib(vertex_array.handle, PositionLocation);
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    glEnableVertexArrayAttrib(vertex_array.handle, attrib_tex_coord);
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					    glEnableVertexArrayAttrib(vertex_array.handle, TexCoordLocation);
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    glVertexArrayVertexBuffer(vertex_array.handle, 0, vertex_buffer.handle, 0,
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					    glVertexArrayVertexBuffer(vertex_array.handle, 0, vertex_buffer.handle, 0,
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                              sizeof(ScreenRectVertex));
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					                              sizeof(ScreenRectVertex));
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@ -331,18 +378,18 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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                  static_cast<f32>(screen_info.texture.height);
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					                  static_cast<f32>(screen_info.texture.height);
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    }
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					    }
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    std::array<ScreenRectVertex, 4> vertices = {{
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					    const std::array vertices = {
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        ScreenRectVertex(x, y, texcoords.top * scale_u, left * scale_v),
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					        ScreenRectVertex(x, y, texcoords.top * scale_u, left * scale_v),
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        ScreenRectVertex(x + w, y, texcoords.bottom * scale_u, left * scale_v),
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					        ScreenRectVertex(x + w, y, texcoords.bottom * scale_u, left * scale_v),
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        ScreenRectVertex(x, y + h, texcoords.top * scale_u, right * scale_v),
 | 
					        ScreenRectVertex(x, y + h, texcoords.top * scale_u, right * scale_v),
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        ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v),
 | 
					        ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v),
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    }};
 | 
					    };
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    state.textures[0] = screen_info.display_texture;
 | 
					    state.textures[0] = screen_info.display_texture;
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    state.framebuffer_srgb.enabled = screen_info.display_srgb;
 | 
					    state.framebuffer_srgb.enabled = screen_info.display_srgb;
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    state.AllDirty();
 | 
					    state.AllDirty();
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    state.Apply();
 | 
					    state.Apply();
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    glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data());
 | 
					    glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
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    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 | 
					    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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    // Restore default state
 | 
					    // Restore default state
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    state.framebuffer_srgb.enabled = false;
 | 
					    state.framebuffer_srgb.enabled = false;
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@ -351,9 +398,6 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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    state.Apply();
 | 
					    state.Apply();
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}
 | 
					}
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/**
 | 
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 * Draws the emulated screens to the emulator window.
 | 
					 | 
				
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 */
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					 | 
				
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void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
 | 
					void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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    if (renderer_settings.set_background_color) {
 | 
					    if (renderer_settings.set_background_color) {
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        // Update background color before drawing
 | 
					        // Update background color before drawing
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@ -367,21 +411,17 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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    glClear(GL_COLOR_BUFFER_BIT);
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					    glClear(GL_COLOR_BUFFER_BIT);
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    // Set projection matrix
 | 
					    // Set projection matrix
 | 
				
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    std::array<GLfloat, 3 * 2> ortho_matrix =
 | 
					    const std::array ortho_matrix =
 | 
				
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        MakeOrthographicMatrix((float)layout.width, (float)layout.height);
 | 
					        MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
 | 
				
			||||||
    glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
 | 
					    glUniformMatrix3x2fv(ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data());
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Bind texture in Texture Unit 0
 | 
					    DrawScreenTriangles(screen_info, static_cast<float>(screen.left),
 | 
				
			||||||
    glActiveTexture(GL_TEXTURE0);
 | 
					                        static_cast<float>(screen.top), static_cast<float>(screen.GetWidth()),
 | 
				
			||||||
    glUniform1i(uniform_color_texture, 0);
 | 
					                        static_cast<float>(screen.GetHeight()));
 | 
				
			||||||
 | 
					 | 
				
			||||||
    DrawScreenTriangles(screen_info, (float)screen.left, (float)screen.top,
 | 
					 | 
				
			||||||
                        (float)screen.GetWidth(), (float)screen.GetHeight());
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
    m_current_frame++;
 | 
					    m_current_frame++;
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
/// Updates the framerate
 | 
					 | 
				
			||||||
void RendererOpenGL::UpdateFramerate() {}
 | 
					void RendererOpenGL::UpdateFramerate() {}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void RendererOpenGL::CaptureScreenshot() {
 | 
					void RendererOpenGL::CaptureScreenshot() {
 | 
				
			||||||
@ -418,63 +458,6 @@ void RendererOpenGL::CaptureScreenshot() {
 | 
				
			|||||||
    renderer_settings.screenshot_requested = false;
 | 
					    renderer_settings.screenshot_requested = false;
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
static const char* GetSource(GLenum source) {
 | 
					 | 
				
			||||||
#define RET(s)                                                                                     \
 | 
					 | 
				
			||||||
    case GL_DEBUG_SOURCE_##s:                                                                      \
 | 
					 | 
				
			||||||
        return #s
 | 
					 | 
				
			||||||
    switch (source) {
 | 
					 | 
				
			||||||
        RET(API);
 | 
					 | 
				
			||||||
        RET(WINDOW_SYSTEM);
 | 
					 | 
				
			||||||
        RET(SHADER_COMPILER);
 | 
					 | 
				
			||||||
        RET(THIRD_PARTY);
 | 
					 | 
				
			||||||
        RET(APPLICATION);
 | 
					 | 
				
			||||||
        RET(OTHER);
 | 
					 | 
				
			||||||
    default:
 | 
					 | 
				
			||||||
        UNREACHABLE();
 | 
					 | 
				
			||||||
        return "Unknown source";
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
#undef RET
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
static const char* GetType(GLenum type) {
 | 
					 | 
				
			||||||
#define RET(t)                                                                                     \
 | 
					 | 
				
			||||||
    case GL_DEBUG_TYPE_##t:                                                                        \
 | 
					 | 
				
			||||||
        return #t
 | 
					 | 
				
			||||||
    switch (type) {
 | 
					 | 
				
			||||||
        RET(ERROR);
 | 
					 | 
				
			||||||
        RET(DEPRECATED_BEHAVIOR);
 | 
					 | 
				
			||||||
        RET(UNDEFINED_BEHAVIOR);
 | 
					 | 
				
			||||||
        RET(PORTABILITY);
 | 
					 | 
				
			||||||
        RET(PERFORMANCE);
 | 
					 | 
				
			||||||
        RET(OTHER);
 | 
					 | 
				
			||||||
        RET(MARKER);
 | 
					 | 
				
			||||||
    default:
 | 
					 | 
				
			||||||
        UNREACHABLE();
 | 
					 | 
				
			||||||
        return "Unknown type";
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
#undef RET
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity,
 | 
					 | 
				
			||||||
                                  GLsizei length, const GLchar* message, const void* user_param) {
 | 
					 | 
				
			||||||
    const char format[] = "{} {} {}: {}";
 | 
					 | 
				
			||||||
    const char* const str_source = GetSource(source);
 | 
					 | 
				
			||||||
    const char* const str_type = GetType(type);
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    switch (severity) {
 | 
					 | 
				
			||||||
    case GL_DEBUG_SEVERITY_HIGH:
 | 
					 | 
				
			||||||
        LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message);
 | 
					 | 
				
			||||||
        break;
 | 
					 | 
				
			||||||
    case GL_DEBUG_SEVERITY_MEDIUM:
 | 
					 | 
				
			||||||
        LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message);
 | 
					 | 
				
			||||||
        break;
 | 
					 | 
				
			||||||
    case GL_DEBUG_SEVERITY_NOTIFICATION:
 | 
					 | 
				
			||||||
    case GL_DEBUG_SEVERITY_LOW:
 | 
					 | 
				
			||||||
        LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message);
 | 
					 | 
				
			||||||
        break;
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
bool RendererOpenGL::Init() {
 | 
					bool RendererOpenGL::Init() {
 | 
				
			||||||
    Core::Frontend::ScopeAcquireWindowContext acquire_context{render_window};
 | 
					    Core::Frontend::ScopeAcquireWindowContext acquire_context{render_window};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -495,7 +478,6 @@ bool RendererOpenGL::Init() {
 | 
				
			|||||||
    return true;
 | 
					    return true;
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
/// Shutdown the renderer
 | 
					 | 
				
			||||||
void RendererOpenGL::ShutDown() {}
 | 
					void RendererOpenGL::ShutDown() {}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
} // namespace OpenGL
 | 
					} // namespace OpenGL
 | 
				
			||||||
 | 
				
			|||||||
@ -59,21 +59,31 @@ public:
 | 
				
			|||||||
    void ShutDown() override;
 | 
					    void ShutDown() override;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
private:
 | 
					private:
 | 
				
			||||||
 | 
					    /// Initializes the OpenGL state and creates persistent objects.
 | 
				
			||||||
    void InitOpenGLObjects();
 | 
					    void InitOpenGLObjects();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void AddTelemetryFields();
 | 
					    void AddTelemetryFields();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void CreateRasterizer();
 | 
					    void CreateRasterizer();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void ConfigureFramebufferTexture(TextureInfo& texture,
 | 
					    void ConfigureFramebufferTexture(TextureInfo& texture,
 | 
				
			||||||
                                     const Tegra::FramebufferConfig& framebuffer);
 | 
					                                     const Tegra::FramebufferConfig& framebuffer);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    /// Draws the emulated screens to the emulator window.
 | 
				
			||||||
    void DrawScreen(const Layout::FramebufferLayout& layout);
 | 
					    void DrawScreen(const Layout::FramebufferLayout& layout);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h);
 | 
					    void DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    /// Updates the framerate.
 | 
				
			||||||
    void UpdateFramerate();
 | 
					    void UpdateFramerate();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void CaptureScreenshot();
 | 
					    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);
 | 
					    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,
 | 
					    void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
 | 
				
			||||||
                                    const TextureInfo& texture);
 | 
					                                    const TextureInfo& texture);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -94,14 +104,6 @@ private:
 | 
				
			|||||||
    /// OpenGL framebuffer data
 | 
					    /// OpenGL framebuffer data
 | 
				
			||||||
    std::vector<u8> gl_framebuffer_data;
 | 
					    std::vector<u8> gl_framebuffer_data;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Shader uniform location indices
 | 
					 | 
				
			||||||
    GLuint uniform_modelview_matrix;
 | 
					 | 
				
			||||||
    GLuint uniform_color_texture;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // Shader attribute input indices
 | 
					 | 
				
			||||||
    GLuint attrib_position;
 | 
					 | 
				
			||||||
    GLuint attrib_tex_coord;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    /// Used for transforming the framebuffer orientation
 | 
					    /// Used for transforming the framebuffer orientation
 | 
				
			||||||
    Tegra::FramebufferConfig::TransformFlags framebuffer_transform_flags;
 | 
					    Tegra::FramebufferConfig::TransformFlags framebuffer_transform_flags;
 | 
				
			||||||
    Common::Rectangle<int> framebuffer_crop_rect;
 | 
					    Common::Rectangle<int> framebuffer_crop_rect;
 | 
				
			||||||
 | 
				
			|||||||
		Loading…
	
		Reference in New Issue
	
	Block a user