Merge pull request #3182 from ReinUsesLisp/renderer-opengl
renderer_opengl: Miscellaneous clean ups
This commit is contained in:
commit
65b1b05e05
2 changed files with 116 additions and 132 deletions
|
@ -24,19 +24,21 @@
|
||||||
|
|
||||||
namespace OpenGL {
|
namespace OpenGL {
|
||||||
|
|
||||||
static const char vertex_shader[] = R"(
|
namespace {
|
||||||
#version 150 core
|
|
||||||
|
|
||||||
in vec2 vert_position;
|
constexpr char vertex_shader[] = R"(
|
||||||
in vec2 vert_tex_coord;
|
#version 430 core
|
||||||
out vec2 frag_tex_coord;
|
|
||||||
|
layout (location = 0) in vec2 vert_position;
|
||||||
|
layout (location = 1) in vec2 vert_tex_coord;
|
||||||
|
layout (location = 0) out vec2 frag_tex_coord;
|
||||||
|
|
||||||
// This is a truncated 3x3 matrix for 2D transformations:
|
// This is a truncated 3x3 matrix for 2D transformations:
|
||||||
// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
|
// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
|
||||||
// The third column performs translation.
|
// The third column performs translation.
|
||||||
// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
|
// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
|
||||||
// implicitly be [0, 0, 1]
|
// implicitly be [0, 0, 1]
|
||||||
uniform mat3x2 modelview_matrix;
|
layout (location = 0) uniform mat3x2 modelview_matrix;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
// Multiply input position by the rotscale part of the matrix and then manually translate by
|
// Multiply input position by the rotscale part of the matrix and then manually translate by
|
||||||
|
@ -47,34 +49,29 @@ void main() {
|
||||||
}
|
}
|
||||||
)";
|
)";
|
||||||
|
|
||||||
static const char fragment_shader[] = R"(
|
constexpr char fragment_shader[] = R"(
|
||||||
#version 150 core
|
#version 430 core
|
||||||
|
|
||||||
in vec2 frag_tex_coord;
|
layout (location = 0) in vec2 frag_tex_coord;
|
||||||
out vec4 color;
|
layout (location = 0) out vec4 color;
|
||||||
|
|
||||||
uniform sampler2D color_texture;
|
layout (binding = 0) uniform sampler2D color_texture;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
// Swap RGBA -> ABGR so we don't have to do this on the CPU. This needs to change if we have to
|
|
||||||
// support more framebuffer pixel formats.
|
|
||||||
color = texture(color_texture, frag_tex_coord);
|
color = texture(color_texture, frag_tex_coord);
|
||||||
}
|
}
|
||||||
)";
|
)";
|
||||||
|
|
||||||
/**
|
constexpr GLint PositionLocation = 0;
|
||||||
* Vertex structure that the drawn screen rectangles are composed of.
|
constexpr GLint TexCoordLocation = 1;
|
||||||
*/
|
constexpr GLint ModelViewMatrixLocation = 0;
|
||||||
struct ScreenRectVertex {
|
|
||||||
ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
|
|
||||||
position[0] = x;
|
|
||||||
position[1] = y;
|
|
||||||
tex_coord[0] = u;
|
|
||||||
tex_coord[1] = v;
|
|
||||||
}
|
|
||||||
|
|
||||||
GLfloat position[2];
|
struct ScreenRectVertex {
|
||||||
GLfloat tex_coord[2];
|
constexpr ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v)
|
||||||
|
: position{{x, y}}, tex_coord{{u, v}} {}
|
||||||
|
|
||||||
|
std::array<GLfloat, 2> position;
|
||||||
|
std::array<GLfloat, 2> tex_coord;
|
||||||
};
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
@ -84,7 +81,7 @@ struct ScreenRectVertex {
|
||||||
* The projection part of the matrix is trivial, hence these operations are represented
|
* The projection part of the matrix is trivial, hence these operations are represented
|
||||||
* by a 3x2 matrix.
|
* by a 3x2 matrix.
|
||||||
*/
|
*/
|
||||||
static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, const float height) {
|
std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
|
||||||
std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
|
std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
|
||||||
|
|
||||||
// clang-format off
|
// clang-format off
|
||||||
|
@ -96,6 +93,70 @@ static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, cons
|
||||||
return matrix;
|
return matrix;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const char* GetSource(GLenum source) {
|
||||||
|
switch (source) {
|
||||||
|
case GL_DEBUG_SOURCE_API:
|
||||||
|
return "API";
|
||||||
|
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
|
||||||
|
return "WINDOW_SYSTEM";
|
||||||
|
case GL_DEBUG_SOURCE_SHADER_COMPILER:
|
||||||
|
return "SHADER_COMPILER";
|
||||||
|
case GL_DEBUG_SOURCE_THIRD_PARTY:
|
||||||
|
return "THIRD_PARTY";
|
||||||
|
case GL_DEBUG_SOURCE_APPLICATION:
|
||||||
|
return "APPLICATION";
|
||||||
|
case GL_DEBUG_SOURCE_OTHER:
|
||||||
|
return "OTHER";
|
||||||
|
default:
|
||||||
|
UNREACHABLE();
|
||||||
|
return "Unknown source";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const char* GetType(GLenum type) {
|
||||||
|
switch (type) {
|
||||||
|
case GL_DEBUG_TYPE_ERROR:
|
||||||
|
return "ERROR";
|
||||||
|
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
|
||||||
|
return "DEPRECATED_BEHAVIOR";
|
||||||
|
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
|
||||||
|
return "UNDEFINED_BEHAVIOR";
|
||||||
|
case GL_DEBUG_TYPE_PORTABILITY:
|
||||||
|
return "PORTABILITY";
|
||||||
|
case GL_DEBUG_TYPE_PERFORMANCE:
|
||||||
|
return "PERFORMANCE";
|
||||||
|
case GL_DEBUG_TYPE_OTHER:
|
||||||
|
return "OTHER";
|
||||||
|
case GL_DEBUG_TYPE_MARKER:
|
||||||
|
return "MARKER";
|
||||||
|
default:
|
||||||
|
UNREACHABLE();
|
||||||
|
return "Unknown type";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
} // Anonymous namespace
|
||||||
|
|
||||||
RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
|
RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
|
||||||
: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system} {}
|
: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system} {}
|
||||||
|
|
||||||
|
@ -138,9 +199,6 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
|
||||||
prev_state.Apply();
|
prev_state.Apply();
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* Loads framebuffer from emulated memory into the active OpenGL texture.
|
|
||||||
*/
|
|
||||||
void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
|
void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
|
||||||
// Framebuffer orientation handling
|
// Framebuffer orientation handling
|
||||||
framebuffer_transform_flags = framebuffer.transform_flags;
|
framebuffer_transform_flags = framebuffer.transform_flags;
|
||||||
|
@ -181,19 +239,12 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
|
||||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* 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 RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
|
void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
|
||||||
const TextureInfo& texture) {
|
const TextureInfo& texture) {
|
||||||
const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r};
|
const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r};
|
||||||
glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data);
|
glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* Initializes the OpenGL state and creates persistent objects.
|
|
||||||
*/
|
|
||||||
void RendererOpenGL::InitOpenGLObjects() {
|
void RendererOpenGL::InitOpenGLObjects() {
|
||||||
glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
|
glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
|
||||||
0.0f);
|
0.0f);
|
||||||
|
@ -203,10 +254,6 @@ void RendererOpenGL::InitOpenGLObjects() {
|
||||||
state.draw.shader_program = shader.handle;
|
state.draw.shader_program = shader.handle;
|
||||||
state.AllDirty();
|
state.AllDirty();
|
||||||
state.Apply();
|
state.Apply();
|
||||||
uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
|
|
||||||
uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
|
|
||||||
attrib_position = glGetAttribLocation(shader.handle, "vert_position");
|
|
||||||
attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord");
|
|
||||||
|
|
||||||
// Generate VBO handle for drawing
|
// Generate VBO handle for drawing
|
||||||
vertex_buffer.Create();
|
vertex_buffer.Create();
|
||||||
|
@ -217,14 +264,14 @@ void RendererOpenGL::InitOpenGLObjects() {
|
||||||
|
|
||||||
// Attach vertex data to VAO
|
// Attach vertex data to VAO
|
||||||
glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
|
glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
|
||||||
glVertexArrayAttribFormat(vertex_array.handle, attrib_position, 2, GL_FLOAT, GL_FALSE,
|
glVertexArrayAttribFormat(vertex_array.handle, PositionLocation, 2, GL_FLOAT, GL_FALSE,
|
||||||
offsetof(ScreenRectVertex, position));
|
offsetof(ScreenRectVertex, position));
|
||||||
glVertexArrayAttribFormat(vertex_array.handle, attrib_tex_coord, 2, GL_FLOAT, GL_FALSE,
|
glVertexArrayAttribFormat(vertex_array.handle, TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
|
||||||
offsetof(ScreenRectVertex, tex_coord));
|
offsetof(ScreenRectVertex, tex_coord));
|
||||||
glVertexArrayAttribBinding(vertex_array.handle, attrib_position, 0);
|
glVertexArrayAttribBinding(vertex_array.handle, PositionLocation, 0);
|
||||||
glVertexArrayAttribBinding(vertex_array.handle, attrib_tex_coord, 0);
|
glVertexArrayAttribBinding(vertex_array.handle, TexCoordLocation, 0);
|
||||||
glEnableVertexArrayAttrib(vertex_array.handle, attrib_position);
|
glEnableVertexArrayAttrib(vertex_array.handle, PositionLocation);
|
||||||
glEnableVertexArrayAttrib(vertex_array.handle, attrib_tex_coord);
|
glEnableVertexArrayAttrib(vertex_array.handle, TexCoordLocation);
|
||||||
glVertexArrayVertexBuffer(vertex_array.handle, 0, vertex_buffer.handle, 0,
|
glVertexArrayVertexBuffer(vertex_array.handle, 0, vertex_buffer.handle, 0,
|
||||||
sizeof(ScreenRectVertex));
|
sizeof(ScreenRectVertex));
|
||||||
|
|
||||||
|
@ -331,18 +378,18 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
|
||||||
static_cast<f32>(screen_info.texture.height);
|
static_cast<f32>(screen_info.texture.height);
|
||||||
}
|
}
|
||||||
|
|
||||||
std::array<ScreenRectVertex, 4> vertices = {{
|
const std::array vertices = {
|
||||||
ScreenRectVertex(x, y, texcoords.top * scale_u, left * scale_v),
|
ScreenRectVertex(x, y, texcoords.top * scale_u, left * scale_v),
|
||||||
ScreenRectVertex(x + w, y, texcoords.bottom * scale_u, left * scale_v),
|
ScreenRectVertex(x + w, y, texcoords.bottom * scale_u, left * scale_v),
|
||||||
ScreenRectVertex(x, y + h, texcoords.top * scale_u, right * scale_v),
|
ScreenRectVertex(x, y + h, texcoords.top * scale_u, right * scale_v),
|
||||||
ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v),
|
ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v),
|
||||||
}};
|
};
|
||||||
|
|
||||||
state.textures[0] = screen_info.display_texture;
|
state.textures[0] = screen_info.display_texture;
|
||||||
state.framebuffer_srgb.enabled = screen_info.display_srgb;
|
state.framebuffer_srgb.enabled = screen_info.display_srgb;
|
||||||
state.AllDirty();
|
state.AllDirty();
|
||||||
state.Apply();
|
state.Apply();
|
||||||
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data());
|
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
|
||||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||||
// Restore default state
|
// Restore default state
|
||||||
state.framebuffer_srgb.enabled = false;
|
state.framebuffer_srgb.enabled = false;
|
||||||
|
@ -351,9 +398,6 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
|
||||||
state.Apply();
|
state.Apply();
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* Draws the emulated screens to the emulator window.
|
|
||||||
*/
|
|
||||||
void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
|
void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
|
||||||
if (renderer_settings.set_background_color) {
|
if (renderer_settings.set_background_color) {
|
||||||
// Update background color before drawing
|
// Update background color before drawing
|
||||||
|
@ -367,21 +411,17 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
// Set projection matrix
|
// Set projection matrix
|
||||||
std::array<GLfloat, 3 * 2> ortho_matrix =
|
const std::array ortho_matrix =
|
||||||
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 a new issue