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path: root/src/video_core/renderer_opengl/renderer_opengl.cpp
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Diffstat (limited to 'src/video_core/renderer_opengl/renderer_opengl.cpp')
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp62
1 files changed, 39 insertions, 23 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index 70af47c59..d0a8ec1da 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -12,8 +12,8 @@
/// RendererOpenGL constructor
RendererOpenGL::RendererOpenGL() {
- memset(m_fbo, 0, sizeof(m_fbo));
- memset(m_fbo_rbo, 0, sizeof(m_fbo_rbo));
+ memset(m_fbo, 0, sizeof(m_fbo));
+ memset(m_fbo_rbo, 0, sizeof(m_fbo_rbo));
memset(m_fbo_depth_buffers, 0, sizeof(m_fbo_depth_buffers));
m_resolution_width = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
@@ -35,7 +35,7 @@ void RendererOpenGL::SwapBuffers() {
m_render_window->MakeCurrent();
// EFB->XFB copy
- // TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
+ // TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
// register write We're also treating both framebuffers as a single one in OpenGL.
common::Rect framebuffer_size(0, 0, m_resolution_width, m_resolution_height);
RenderXFB(framebuffer_size, framebuffer_size);
@@ -61,24 +61,40 @@ void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) {
int in_coord = 0;
for (int x = 0; x < VideoCore::kScreenTopWidth; x++) {
for (int y = VideoCore::kScreenTopHeight-1; y >= 0; y--) {
+ // TODO: Properly support other framebuffer formats
int out_coord = (x + y * VideoCore::kScreenTopWidth) * 3;
- out[out_coord] = in[in_coord];
- out[out_coord + 1] = in[in_coord + 1];
- out[out_coord + 2] = in[in_coord + 2];
+ out[out_coord] = in[in_coord]; // blue?
+ out[out_coord + 1] = in[in_coord + 1]; // green?
+ out[out_coord + 2] = in[in_coord + 2]; // red?
in_coord+=3;
}
}
}
-/**
+/**
* Renders external framebuffer (XFB)
* @param src_rect Source rectangle in XFB to copy
* @param dst_rect Destination rectangle in output framebuffer to copy to
*/
void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect) {
- FlipFramebuffer(GPU::GetFramebufferPointer(GPU::g_regs.framebuffer_top_left_1), m_xfb_top_flipped);
- FlipFramebuffer(GPU::GetFramebufferPointer(GPU::g_regs.framebuffer_sub_left_1), m_xfb_bottom_flipped);
+ const auto& framebuffer_top = GPU::g_regs.Get<GPU::Regs::FramebufferTop>();
+ const auto& framebuffer_sub = GPU::g_regs.Get<GPU::Regs::FramebufferBottom>();
+ const u32 active_fb_top = (framebuffer_top.active_fb == 1)
+ ? framebuffer_top.address_left2
+ : framebuffer_top.address_left1;
+ const u32 active_fb_sub = (framebuffer_sub.active_fb == 1)
+ ? framebuffer_sub.address_left2
+ : framebuffer_sub.address_left1;
+
+ DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x",
+ framebuffer_top.stride * framebuffer_top.height,
+ GPU::GetFramebufferAddr(active_fb_top), (int)framebuffer_top.width,
+ (int)framebuffer_top.height, (int)framebuffer_top.format);
+
+ // TODO: This should consider the GPU registers for framebuffer width, height and stride.
+ FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_top), m_xfb_top_flipped);
+ FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_sub), m_xfb_bottom_flipped);
// Blit the top framebuffer
// ------------------------
@@ -98,7 +114,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
glReadBuffer(GL_COLOR_ATTACHMENT0);
// Blit
- glBlitFramebuffer(src_rect.x0_, src_rect.y0_, src_rect.x1_, src_rect.y1_,
+ glBlitFramebuffer(src_rect.x0_, src_rect.y0_, src_rect.x1_, src_rect.y1_,
dst_rect.x0_, dst_rect.y1_, dst_rect.x1_, dst_rect.y0_,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
@@ -110,7 +126,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
// Update textures with contents of XFB in RAM - bottom
glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
- GL_RGB, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped);
+ GL_BGR, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped);
glBindTexture(GL_TEXTURE_2D, 0);
// Render target is destination framebuffer
@@ -124,7 +140,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
// Blit
int offset = (VideoCore::kScreenTopWidth - VideoCore::kScreenBottomWidth) / 2;
- glBlitFramebuffer(0,0, VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight,
+ glBlitFramebuffer(0,0, VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight,
offset, VideoCore::kScreenBottomHeight, VideoCore::kScreenBottomWidth + offset, 0,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
@@ -133,7 +149,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
/// Initialize the FBO
void RendererOpenGL::InitFramebuffer() {
- // TODO(bunnei): This should probably be implemented with the top screen and bottom screen as
+ // TODO(bunnei): This should probably be implemented with the top screen and bottom screen as
// separate framebuffers
// Init the FBOs
@@ -146,12 +162,12 @@ void RendererOpenGL::InitFramebuffer() {
for (int i = 0; i < kMaxFramebuffers; i++) {
// Generate color buffer storage
glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_rbo[i]);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth,
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth,
VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
// Generate depth buffer storage
glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth,
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth,
VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
// Attach the buffers
@@ -167,7 +183,7 @@ void RendererOpenGL::InitFramebuffer() {
} else {
ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer");
exit(1);
- }
+ }
}
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our frame buffer(s)
@@ -175,8 +191,8 @@ void RendererOpenGL::InitFramebuffer() {
// -------------------------------
// Create XFB textures
- glGenTextures(1, &m_xfb_texture_top);
- glGenTextures(1, &m_xfb_texture_bottom);
+ glGenTextures(1, &m_xfb_texture_top);
+ glGenTextures(1, &m_xfb_texture_bottom);
// Alocate video memorry for XFB textures
glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top);
@@ -192,13 +208,13 @@ void RendererOpenGL::InitFramebuffer() {
// Create the FBO and attach color/depth textures
glGenFramebuffers(1, &m_xfb_top); // Generate framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_top);
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
m_xfb_texture_top, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glGenFramebuffers(1, &m_xfb_bottom); // Generate framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_bottom);
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
m_xfb_texture_bottom, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
@@ -214,7 +230,7 @@ void RendererOpenGL::RenderFramebuffer() {
glReadBuffer(GL_COLOR_ATTACHMENT0);
// Blit
- glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width,
+ glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width,
m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
// Update the FPS count
@@ -230,7 +246,7 @@ void RendererOpenGL::RenderFramebuffer() {
void RendererOpenGL::UpdateFramerate() {
}
-/**
+/**
* Set the emulator window to use for renderer
* @param window EmuWindow handle to emulator window to use for rendering
*/
@@ -264,7 +280,7 @@ void RendererOpenGL::Init() {
GLenum err = glewInit();
if (GLEW_OK != err) {
- ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...",
+ ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...",
glewGetErrorString(err));
exit(-1);
}