added support for renderering the external framebuffers
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506e6049d3
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8cf851f68a
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@ -22,9 +22,31 @@
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* http://code.google.com/p/gekko-gc-emu/
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*/
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#include "mem_map.h"
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#include "video_core.h"
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#include "renderer_opengl/renderer_opengl.h"
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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 addr Address of framebuffer in RAM
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* @param out Pointer to output buffer with flipped framebuffer
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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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inline void _flip_framebuffer(u32 addr, u8* out) {
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u8* in = Memory::GetPointer(addr);
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for (int y = 0; y < VideoCore::kScreenTopHeight; y++) {
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for (int x = 0; x < VideoCore::kScreenTopWidth; x++) {
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int in_coord = (VideoCore::kScreenTopHeight * 3 * x) + (VideoCore::kScreenTopHeight * 3)
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- (3 * y + 3);
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int out_coord = (VideoCore::kScreenTopWidth * y * 3) + (x * 3);
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out[out_coord + 0] = in[in_coord + 0];
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out[out_coord + 1] = in[in_coord + 1];
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out[out_coord + 2] = in[in_coord + 2];
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}
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}
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}
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/// RendererOpenGL constructor
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RendererOpenGL::RendererOpenGL() {
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memset(fbo_, 0, sizeof(fbo_));
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@ -33,27 +55,28 @@ RendererOpenGL::RendererOpenGL() {
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resolution_width_ = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
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resolution_height_ = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
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xfb_texture_top_ = 0;
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xfb_texture_bottom_ = 0;
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xfb_top_ = 0;
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xfb_bottom_ = 0;
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}
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/// RendererOpenGL destructor
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RendererOpenGL::~RendererOpenGL() {
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}
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers() {
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glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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ResetRenderState();
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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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Rect framebuffer_size(0, 0, VideoCore::kScreenTopWidth,
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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CopyToXFB(framebuffer_size, framebuffer_size);
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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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@ -69,20 +92,34 @@ void RendererOpenGL::SwapBuffers() {
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}
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/**
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* Blits the EFB to the external framebuffer (XFB)
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* @param src_rect Source rectangle in EFB to copy
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* @param dst_rect Destination rectangle in EFB to copy to
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* @param dest_height Destination height in pixels
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* Renders external framebuffer (XFB)
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* @param src_rect Source rectangle in XFB to copy
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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::CopyToXFB(const Rect& src_rect, const Rect& dst_rect) {
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void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) {
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static u8 xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth *3];
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static u8 xfb_bottom_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth *3];
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_flip_framebuffer(0x20282160, xfb_top_flipped);
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_flip_framebuffer(0x202118E0, xfb_bottom_flipped);
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ResetRenderState();
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// Blit the top framebuffer
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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, xfb_texture_top_);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
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GL_RGB, GL_UNSIGNED_BYTE, 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, fbo_[kFramebuffer_VirtualXFB]);
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glViewport(0, 0, resolution_width_, resolution_height_);
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glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight);
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// Render source is our EFB
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, xfb_top_);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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// Blit
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@ -92,9 +129,62 @@ void RendererOpenGL::CopyToXFB(const Rect& src_rect, const Rect& dst_rect) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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// Blit the bottom framebuffer
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// ---------------------------
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// Update textures with contents of XFB in RAM - bottom
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glBindTexture(GL_TEXTURE_2D, xfb_texture_bottom_);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
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GL_RGB, GL_UNSIGNED_BYTE, xfb_bottom_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, fbo_[kFramebuffer_VirtualXFB]);
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glViewport(0, 0,
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VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight);
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// Render source is our EFB
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glBindFramebuffer(GL_READ_FRAMEBUFFER, xfb_bottom_);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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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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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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RestoreRenderState();
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}
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/**
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* Blits the EFB to the external framebuffer (XFB)
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* @param src_rect Source rectangle in EFB to copy
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* @param dst_rect Destination rectangle in EFB to copy to
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*/
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void RendererOpenGL::CopyToXFB(const Rect& src_rect, const Rect& dst_rect) {
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ERROR_LOG(RENDER, "CopyToXFB not implemented! No EFB support yet!");
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//ResetRenderState();
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//// Render target is destination framebuffer
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//glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
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//glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight);
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//// Render source is our EFB
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//glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
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//glReadBuffer(GL_COLOR_ATTACHMENT0);
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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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//glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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//RestoreRenderState();
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}
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/**
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* Clear the screen
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* @param rect Screen rectangle to clear
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@ -234,12 +324,13 @@ void RendererOpenGL::InitFramebuffer() {
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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, fbo_rbo_[i]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, resolution_width_, resolution_height_);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth,
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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// Generate depth buffer storage
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glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth_buffers_[i]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, resolution_width_,
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resolution_height_);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth,
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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// Attach the buffers
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[i]);
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@ -257,6 +348,37 @@ void RendererOpenGL::InitFramebuffer() {
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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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// Initialize framebuffer textures
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// -------------------------------
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// Create XFB textures
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glGenTextures(1, &xfb_texture_top_);
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glGenTextures(1, &xfb_texture_bottom_);
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// Alocate video memorry for XFB textures
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glBindTexture(GL_TEXTURE_2D, 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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glBindTexture(GL_TEXTURE_2D, 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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// Create the FBO and attach color/depth textures
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glGenFramebuffers(1, &xfb_top_); // Generate framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, xfb_top_);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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xfb_texture_top_, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glGenFramebuffers(1, &xfb_bottom_); // Generate framebuffer
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, xfb_bottom_);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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xfb_texture_bottom_, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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/// Blit the FBO to the OpenGL default framebuffer
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// Blit
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glBlitFramebuffer(0, 0, resolution_width_, resolution_height_, 0, 0,
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render_window_->client_area_width(), render_window_->client_area_height(),
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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resolution_width_, resolution_height_, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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// Update the FPS count
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UpdateFramerate();
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@ -44,11 +44,17 @@ public:
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/// Swap buffers (render frame)
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void SwapBuffers();
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/**
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* Renders external framebuffer (XFB)
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* @param src_rect Source rectangle in XFB to copy
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* @param dst_rect Destination rectangle in output framebuffer to copy to
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*/
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void RenderXFB(const Rect& src_rect, const Rect& dst_rect);
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/**
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* Blits the EFB to the external framebuffer (XFB)
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* @param src_rect Source rectangle in EFB to copy
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* @param dst_rect Destination rectangle in EFB to copy to
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* @param dest_height Destination height in pixels
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*/
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void CopyToXFB(const Rect& src_rect, const Rect& dst_rect);
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