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- // Copyright 2014 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #pragma once
- #include <array>
- #include <glad/glad.h>
- #include "common/common_types.h"
- #include "common/math_util.h"
- #include "core/hw/gpu.h"
- #include "video_core/renderer_base.h"
- #include "video_core/renderer_opengl/gl_resource_manager.h"
- #include "video_core/renderer_opengl/gl_state.h"
- class EmuWindow;
- /// Structure used for storing information about the textures for each 3DS screen
- struct TextureInfo {
- OGLTexture resource;
- GLsizei width;
- GLsizei height;
- GPU::Regs::PixelFormat format;
- GLenum gl_format;
- GLenum gl_type;
- };
- /// Structure used for storing information about the display target for each 3DS screen
- struct ScreenInfo {
- GLuint display_texture;
- MathUtil::Rectangle<float> display_texcoords;
- TextureInfo texture;
- };
- class RendererOpenGL : public RendererBase {
- public:
- RendererOpenGL();
- ~RendererOpenGL() override;
- /// Swap buffers (render frame)
- void SwapBuffers() override;
- /**
- * Set the emulator window to use for renderer
- * @param window EmuWindow handle to emulator window to use for rendering
- */
- void SetWindow(EmuWindow* window) override;
- /// Initialize the renderer
- bool Init() override;
- /// Shutdown the renderer
- void ShutDown() override;
- private:
- void InitOpenGLObjects();
- void ConfigureFramebufferTexture(TextureInfo& texture,
- const GPU::Regs::FramebufferConfig& framebuffer);
- void DrawScreens();
- void DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h);
- void UpdateFramerate();
- // Loads framebuffer from emulated memory into the display information structure
- void LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer,
- ScreenInfo& screen_info);
- // Fills active OpenGL texture with the given RGB color.
- void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture);
- EmuWindow* render_window; ///< Handle to render window
- OpenGLState state;
- // OpenGL object IDs
- OGLVertexArray vertex_array;
- OGLBuffer vertex_buffer;
- OGLShader shader;
- /// Display information for top and bottom screens respectively
- std::array<ScreenInfo, 2> screen_infos;
- // Shader uniform location indices
- GLuint uniform_modelview_matrix;
- GLuint uniform_color_texture;
- // Shader attribute input indices
- GLuint attrib_position;
- GLuint attrib_tex_coord;
- };
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