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@@ -6,24 +6,56 @@
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#include "video_core/video_core.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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+#include "video_core/renderer_opengl/gl_shader_util.h"
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+#include "video_core/renderer_opengl/gl_shaders.h"
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#include "core/mem_map.h"
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+#include <algorithm>
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+
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+static const GLfloat kViewportAspectRatio =
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+ (static_cast<float>(VideoCore::kScreenTopHeight) + VideoCore::kScreenBottomHeight) / VideoCore::kScreenTopWidth;
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+
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+// Fullscreen quad dimensions
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+static const GLfloat kTopScreenWidthNormalized = 2;
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+static const GLfloat kTopScreenHeightNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth);
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+static const GLfloat kBottomScreenWidthNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth);
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+static const GLfloat kBottomScreenHeightNormalized = kBottomScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth);
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+
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+static const GLfloat g_vbuffer_top[] = {
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+ // x, y, z u, v
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+ -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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+ 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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+ 1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
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+ 1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
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+ -1.0f, kTopScreenHeightNormalized, 0.0f, 0.0f, 0.0f,
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+ -1.0f, 0.0f, 0.0f, 0.0f, 1.0f
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+};
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+
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+static const GLfloat g_vbuffer_bottom[] = {
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+ // x, y, z u, v
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+ -(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f,
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+ (kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 1.0f, 1.0f,
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+ (kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
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+ (kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
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+ -(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 0.0f, 0.0f,
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+ -(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f
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+};
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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_depth_buffers, 0, sizeof(m_fbo_depth_buffers));
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- m_resolution_width = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
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- m_resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
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+ resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
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+ resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
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- m_xfb_texture_top = 0;
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- m_xfb_texture_bottom = 0;
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+ // Initialize screen info
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+ screen_info.Top().width = VideoCore::kScreenTopWidth;
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+ screen_info.Top().height = VideoCore::kScreenTopHeight;
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+ screen_info.Top().flipped_xfb_data = xfb_top_flipped;
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- m_xfb_top = 0;
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- m_xfb_bottom = 0;
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+ screen_info.Bottom().width = VideoCore::kScreenBottomWidth;
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+ screen_info.Bottom().height = VideoCore::kScreenBottomHeight;
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+ screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped;
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}
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/// RendererOpenGL destructor
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@@ -32,41 +64,41 @@ RendererOpenGL::~RendererOpenGL() {
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers() {
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- m_render_window->MakeCurrent();
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+ 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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- // 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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+ // register write.
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+ //
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+ // TODO(princesspeachum): (related to above^) this should only be called when there's new data, not every frame.
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+ // Currently this uploads data that shouldn't have changed.
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+ common::Rect framebuffer_size(0, 0, resolution_width, resolution_height);
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RenderXFB(framebuffer_size, framebuffer_size);
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// XFB->Window copy
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RenderFramebuffer();
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// Swap buffers
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- m_render_window->PollEvents();
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- m_render_window->SwapBuffers();
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-
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- // Switch back to EFB and clear
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- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]);
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+ render_window->PollEvents();
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+ render_window->SwapBuffers();
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}
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/**
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* Helper function to flip framebuffer from left-to-right to top-to-bottom
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- * @param in Pointer to input raw framebuffer in V/RAM
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- * @param out Pointer to output buffer with flipped framebuffer
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+ * @param raw_data Pointer to input raw framebuffer in V/RAM
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+ * @param screen_info ScreenInfo structure with screen size and output buffer pointer
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* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
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*/
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-void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) {
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+void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) {
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int in_coord = 0;
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- for (int x = 0; x < VideoCore::kScreenTopWidth; x++) {
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- for (int y = VideoCore::kScreenTopHeight-1; y >= 0; y--) {
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+ for (int x = 0; x < screen_info.width; x++) {
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+ for (int y = screen_info.height-1; y >= 0; y--) {
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// TODO: Properly support other framebuffer formats
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- int out_coord = (x + y * VideoCore::kScreenTopWidth) * 3;
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- out[out_coord] = in[in_coord]; // blue?
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- out[out_coord + 1] = in[in_coord + 1]; // green?
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- out[out_coord + 2] = in[in_coord + 2]; // red?
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- in_coord+=3;
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+ int out_coord = (x + y * screen_info.width) * 3;
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+ screen_info.flipped_xfb_data[out_coord] = raw_data[in_coord + 2]; // Red
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+ screen_info.flipped_xfb_data[out_coord + 1] = raw_data[in_coord + 1]; // Green
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+ screen_info.flipped_xfb_data[out_coord + 2] = raw_data[in_coord]; // Blue
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+ in_coord += 3;
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}
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}
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}
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@@ -77,167 +109,116 @@ void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) {
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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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-
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const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
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const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
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const u32 active_fb_top = (framebuffer_top.active_fb == 1)
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- ? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2)
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- : Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1);
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+ ? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2)
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+ : Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1);
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const u32 active_fb_sub = (framebuffer_sub.active_fb == 1)
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- ? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2)
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- : Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1);
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+ ? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2)
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+ : Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1);
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DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x",
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framebuffer_top.stride * framebuffer_top.height,
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active_fb_top, (int)framebuffer_top.width,
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(int)framebuffer_top.height, (int)framebuffer_top.format);
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- // TODO: This should consider the GPU registers for framebuffer width, height and stride.
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- FlipFramebuffer(Memory::GetPointer(active_fb_top), m_xfb_top_flipped);
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- FlipFramebuffer(Memory::GetPointer(active_fb_sub), m_xfb_bottom_flipped);
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+ FlipFramebuffer(Memory::GetPointer(active_fb_top), screen_info.Top());
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+ FlipFramebuffer(Memory::GetPointer(active_fb_sub), screen_info.Bottom());
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+
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+ for (int i = 0; i < 2; i++) {
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+ ScreenInfo* current_screen = &screen_info[i];
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- // Blit the top framebuffer
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- // ------------------------
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+ glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
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+
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+ // TODO: This should consider the GPU registers for framebuffer width, height and stride.
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+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, current_screen->width, current_screen->height,
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+ GL_RGB, GL_UNSIGNED_BYTE, current_screen->flipped_xfb_data);
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+ }
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- // Update textures with contents of XFB in RAM - top
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- glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top);
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- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
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- GL_BGR, GL_UNSIGNED_BYTE, m_xfb_top_flipped);
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glBindTexture(GL_TEXTURE_2D, 0);
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- // Render target is destination framebuffer
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- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
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- glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight);
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+ // TODO(princesspeachum):
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+ // Only the subset src_rect of the GPU buffer
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+ // should be copied into the texture of the relevant screen.
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+ //
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+ // The method's parameters also only include src_rect and dest_rec for one screen,
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+ // so this may need to be changed (pair for each screen).
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+}
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- // Render source is our EFB
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- glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_top);
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- glReadBuffer(GL_COLOR_ATTACHMENT0);
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+/// Initialize the FBO
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+void RendererOpenGL::InitFramebuffer() {
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+ program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
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+ sampler_id = glGetUniformLocation(program_id, "sampler");
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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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- 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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+ // Generate vertex buffers for both screens
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+ glGenBuffers(1, &screen_info.Top().vertex_buffer_id);
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+ glGenBuffers(1, &screen_info.Bottom().vertex_buffer_id);
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- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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+ // Attach vertex data for top screen
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+ glBindBuffer(GL_ARRAY_BUFFER, screen_info.Top().vertex_buffer_id);
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+ glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_top), g_vbuffer_top, GL_STATIC_DRAW);
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- // Blit the bottom framebuffer
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- // ---------------------------
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+ // Attach vertex data for bottom screen
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+ glBindBuffer(GL_ARRAY_BUFFER, screen_info.Bottom().vertex_buffer_id);
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+ glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_bottom), g_vbuffer_bottom, GL_STATIC_DRAW);
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- // Update textures with contents of XFB in RAM - bottom
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- glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom);
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- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
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- GL_BGR, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped);
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- glBindTexture(GL_TEXTURE_2D, 0);
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+ // Create color buffers for both screens
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+ glGenTextures(1, &screen_info.Top().texture_id);
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+ glGenTextures(1, &screen_info.Bottom().texture_id);
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- // Render target is destination framebuffer
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- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
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- glViewport(0, 0,
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- VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight);
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+ for (int i = 0; i < 2; i++) {
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- // Render source is our EFB
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- glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_bottom);
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- glReadBuffer(GL_COLOR_ATTACHMENT0);
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+ ScreenInfo* current_screen = &screen_info[i];
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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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- offset, VideoCore::kScreenBottomHeight, VideoCore::kScreenBottomWidth + offset, 0,
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- GL_COLOR_BUFFER_BIT, GL_LINEAR);
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+ // Allocate texture
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+ glBindTexture(GL_TEXTURE_2D, current_screen->vertex_buffer_id);
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+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, current_screen->width, current_screen->height,
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+ 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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+ }
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+
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+ glBindTexture(GL_TEXTURE_2D, 0);
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}
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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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- // separate framebuffers
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-
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- // Init the FBOs
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- // -------------
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-
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- glGenFramebuffers(kMaxFramebuffers, m_fbo); // Generate primary framebuffer
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- glGenRenderbuffers(kMaxFramebuffers, m_fbo_rbo); // Generate primary RBOs
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- glGenRenderbuffers(kMaxFramebuffers, m_fbo_depth_buffers); // Generate primary depth buffer
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-
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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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- VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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-
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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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- VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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-
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- // Attach the buffers
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- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[i]);
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- glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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- GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
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- glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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- GL_RENDERBUFFER, m_fbo_rbo[i]);
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-
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- // Check for completeness
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- if (GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)) {
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- NOTICE_LOG(RENDER, "framebuffer(%d) initialized ok", i);
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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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- glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our frame buffer(s)
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+void RendererOpenGL::RenderFramebuffer() {
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+ glClear(GL_COLOR_BUFFER_BIT);
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- // Initialize framebuffer textures
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- // -------------------------------
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+ glUseProgram(program_id);
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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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+ // Bind texture in Texture Unit 0
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+ glActiveTexture(GL_TEXTURE0);
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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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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
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- 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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- glBindTexture(GL_TEXTURE_2D, 0);
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+ glEnableVertexAttribArray(0);
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+ glEnableVertexAttribArray(1);
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- glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom);
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
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- 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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- glBindTexture(GL_TEXTURE_2D, 0);
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+ for (int i = 0; i < 2; i++) {
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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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- m_xfb_texture_top, 0);
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- glBindFramebuffer(GL_FRAMEBUFFER, 0);
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-
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- glGenFramebuffers(1, &m_xfb_bottom); // Generate framebuffer
|
|
|
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_bottom);
|
|
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- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
|
|
|
- m_xfb_texture_bottom, 0);
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
-}
|
|
|
+ ScreenInfo* current_screen = &screen_info[i];
|
|
|
|
|
|
-/// Blit the FBO to the OpenGL default framebuffer
|
|
|
-void RendererOpenGL::RenderFramebuffer() {
|
|
|
- // Render target is default framebuffer
|
|
|
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
|
- glViewport(0, 0, m_resolution_width, m_resolution_height);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
|
|
|
|
|
|
- // Render source is our XFB
|
|
|
- glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]);
|
|
|
- glReadBuffer(GL_COLOR_ATTACHMENT0);
|
|
|
+ // Set sampler on Texture Unit 0
|
|
|
+ glUniform1i(sampler_id, 0);
|
|
|
|
|
|
- // Blit
|
|
|
- glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width,
|
|
|
- m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, current_screen->vertex_buffer_id);
|
|
|
|
|
|
- // Update the FPS count
|
|
|
- UpdateFramerate();
|
|
|
+ // Vertex buffer layout
|
|
|
+ const GLsizei stride = 5 * sizeof(GLfloat);
|
|
|
+ const GLvoid* uv_offset = (const GLvoid*)(3 * sizeof(GLfloat));
|
|
|
|
|
|
- // Rebind EFB
|
|
|
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]);
|
|
|
+ // Configure vertex buffer
|
|
|
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, NULL);
|
|
|
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, uv_offset);
|
|
|
+
|
|
|
+ // Draw screen
|
|
|
+ glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
|
+ }
|
|
|
+
|
|
|
+ glDisableVertexAttribArray(0);
|
|
|
+ glDisableVertexAttribArray(1);
|
|
|
|
|
|
m_current_frame++;
|
|
|
}
|
|
|
@@ -251,40 +232,29 @@ void RendererOpenGL::UpdateFramerate() {
|
|
|
* @param window EmuWindow handle to emulator window to use for rendering
|
|
|
*/
|
|
|
void RendererOpenGL::SetWindow(EmuWindow* window) {
|
|
|
- m_render_window = window;
|
|
|
+ render_window = window;
|
|
|
}
|
|
|
|
|
|
/// Initialize the renderer
|
|
|
void RendererOpenGL::Init() {
|
|
|
- m_render_window->MakeCurrent();
|
|
|
- glShadeModel(GL_SMOOTH);
|
|
|
-
|
|
|
-
|
|
|
- glStencilFunc(GL_ALWAYS, 0, 0);
|
|
|
- glBlendFunc(GL_ONE, GL_ONE);
|
|
|
-
|
|
|
- glViewport(0, 0, m_resolution_width, m_resolution_height);
|
|
|
-
|
|
|
- glClearDepth(1.0f);
|
|
|
- glEnable(GL_DEPTH_TEST);
|
|
|
- glDisable(GL_LIGHTING);
|
|
|
- glDepthFunc(GL_LEQUAL);
|
|
|
-
|
|
|
- glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
|
|
|
-
|
|
|
- glDisable(GL_STENCIL_TEST);
|
|
|
- glEnable(GL_SCISSOR_TEST);
|
|
|
-
|
|
|
- glScissor(0, 0, m_resolution_width, m_resolution_height);
|
|
|
- glClearDepth(1.0f);
|
|
|
+ render_window->MakeCurrent();
|
|
|
|
|
|
GLenum err = glewInit();
|
|
|
if (GLEW_OK != err) {
|
|
|
ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...",
|
|
|
- glewGetErrorString(err));
|
|
|
+ glewGetErrorString(err));
|
|
|
exit(-1);
|
|
|
}
|
|
|
|
|
|
+ // Generate VAO
|
|
|
+ glGenVertexArrays(1, &vertex_array_id);
|
|
|
+ glBindVertexArray(vertex_array_id);
|
|
|
+
|
|
|
+ glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
|
|
|
+ glDisable(GL_DEPTH_TEST);
|
|
|
+
|
|
|
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
|
|
|
+
|
|
|
// Initialize everything else
|
|
|
// --------------------------
|
|
|
|