diff options
author | Arisotura <thetotalworm@gmail.com> | 2019-05-12 16:32:53 +0200 |
---|---|---|
committer | Arisotura <thetotalworm@gmail.com> | 2019-05-12 16:32:53 +0200 |
commit | 0a464c504de43bbcd4a0bedf982e8f0e16cf0f32 (patch) | |
tree | 412060bec85c4355d52636b85feffd89bb9ebe8c /src/GPU3D_OpenGL43.cpp | |
parent | a32c5c99bbfc46f8284f8903e9a9ec506d4ac5f3 (diff) |
de-hardcode the GL renderer.
init framebuffer to black.
fix bugs.
Diffstat (limited to 'src/GPU3D_OpenGL43.cpp')
-rw-r--r-- | src/GPU3D_OpenGL43.cpp | 104 |
1 files changed, 64 insertions, 40 deletions
diff --git a/src/GPU3D_OpenGL43.cpp b/src/GPU3D_OpenGL43.cpp index 1e4f9d7..3bd8932 100644 --- a/src/GPU3D_OpenGL43.cpp +++ b/src/GPU3D_OpenGL43.cpp @@ -650,9 +650,12 @@ u32 NumTriangles; GLuint TexMemID; GLuint TexPalMemID; +int ScaleFactor; +int ScreenW, ScreenH; + GLuint FramebufferTex[4]; GLuint FramebufferID[2], PixelbufferID; -u8 Framebuffer[512*384*4]; +u32* Framebuffer = NULL; bool ChunkedRendering = false; @@ -863,13 +866,6 @@ bool Init() glEnable(GL_STENCIL_TEST); - // TODO: make configurable (hires, etc) - // set those to 2x the final resolution for antialiased rendering - int screenW = 512; - int screenH = 384; - - - glViewport(0, 0, screenW, screenH); glDepthRange(0, 1); glClearDepth(1.0); @@ -897,8 +893,7 @@ bool Init() kRenderVS_W, kRenderFS_WS)) return false; - ShaderConfig.uScreenSize[0] = screenW; - ShaderConfig.uScreenSize[1] = screenH; + memset(&ShaderConfig, 0, sizeof(ShaderConfig)); glGenBuffers(1, &ShaderConfigUBO); glBindBuffer(GL_UNIFORM_BUFFER, ShaderConfigUBO); @@ -959,7 +954,6 @@ bool Init() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, screenW, screenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0); // depth/stencil buffer @@ -968,7 +962,6 @@ bool Init() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, screenW, screenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[1], 0); // attribute buffer @@ -980,7 +973,6 @@ bool Init() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, screenW, screenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[2], 0); // downscale framebuffer, for antialiased mode @@ -990,7 +982,6 @@ bool Init() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, screenW/2, screenH/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[3], 0); glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]); @@ -1004,8 +995,6 @@ bool Init() glBlendFuncSeparatei(1, GL_ONE, GL_ZERO, GL_ONE, GL_ZERO); glGenBuffers(1, &PixelbufferID); - glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID); - glBufferData(GL_PIXEL_PACK_BUFFER, screenW*screenH*4, NULL, GL_DYNAMIC_READ); glActiveTexture(GL_TEXTURE0); glGenTextures(1, &TexMemID); @@ -1041,6 +1030,32 @@ void Reset() // } +void SetScale(int scale) +{ + ScaleFactor = scale; + + // TODO: antialiasing setting + ScreenW = 256 << scale; + ScreenH = 192 << scale; + + glViewport(0, 0, ScreenW, ScreenH); + + glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); + glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL); + glBindTexture(GL_TEXTURE_2D, FramebufferTex[3]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW/2, ScreenH/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + + glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID); + glBufferData(GL_PIXEL_PACK_BUFFER, ScreenW*ScreenH*4, NULL, GL_DYNAMIC_READ); + + if (Framebuffer) delete[] Framebuffer; + Framebuffer = new u32[ScreenW*ScreenH]; +} + void SetupPolygon(RendererPolygon* rp, Polygon* polygon) { @@ -1120,14 +1135,19 @@ void BuildPolygons(RendererPolygon* polygons, int npolys) u32 zshift = 0; while (z > 0xFFFF) { z >>= 1; zshift++; } - u32 x = vtx->HiresPosition[0] >> 3; - u32 y = vtx->HiresPosition[1] >> 3; - *vptr++ = x | (y << 16); + u32 x, y; + if (ScaleFactor > 0) + { + x = vtx->HiresPosition[0] >> (4-ScaleFactor); + y = vtx->HiresPosition[1] >> (4-ScaleFactor); + } + else + { + x = vtx->FinalPosition[0]; + y = vtx->FinalPosition[1]; + } - // TODO hires-upgraded positions? - //*vptr++ = vtx->FinalPosition[0] | (vtx->FinalPosition[1] << 16); - //*vptr++ = (vtx->FinalPosition[0] << 1) | (vtx->FinalPosition[1] << 17); - //*vptr++ = (vtx->FinalPosition[0] << 2) | (vtx->FinalPosition[1] << 18); + *vptr++ = x | (y << 16); *vptr++ = z | (w << 16); *vptr++ = (vtx->FinalColor[0] >> 1) | @@ -1163,7 +1183,7 @@ void RenderSceneChunk(int y, int h) u32 flags = 0; if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer; - if (h != 192) glScissor(0, y*2, 256*2, h*2); + if (h != 192) glScissor(0, y<<ScaleFactor, 256<<ScaleFactor, h<<ScaleFactor); // pass 1: opaque pixels @@ -1356,6 +1376,8 @@ void VCount144() void RenderFrame() { + ShaderConfig.uScreenSize[0] = ScreenW; + ShaderConfig.uScreenSize[1] = ScreenH; ShaderConfig.uDispCnt = RenderDispCnt; for (int i = 0; i < 32; i++) @@ -1491,7 +1513,7 @@ void RenderFrame() { glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferID[0]); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[1]); - glBlitFramebuffer(0, 0, 1024, 768, 0, 0, 512, 384, GL_COLOR_BUFFER_BIT, GL_LINEAR); + glBlitFramebuffer(0, 0, ScreenW, ScreenH, 0, 0, ScreenW/2, ScreenH/2, GL_COLOR_BUFFER_BIT, GL_LINEAR); glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]); } @@ -1504,19 +1526,21 @@ void RenderFrame() glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID); if (!ChunkedRendering) - glReadPixels(0, 0, 256*2, 192*2, GL_BGRA, GL_UNSIGNED_BYTE, NULL); + glReadPixels(0, 0, 256<<ScaleFactor, 192<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL); else - glReadPixels(0, 0, 256*2, 48*2, GL_BGRA, GL_UNSIGNED_BYTE, NULL); + glReadPixels(0, 0, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL); } u32* GetLine(int line) { + int stride = 256 << (ScaleFactor*2); + if (!ChunkedRendering) { if (line == 0) { u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY); - if (data) memcpy(&Framebuffer[4*1024*0], data, 4*1024*192); + if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*192); glUnmapBuffer(GL_PIXEL_PACK_BUFFER); } } @@ -1525,48 +1549,48 @@ u32* GetLine(int line) if (line == 0) { u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY); - if (data) memcpy(&Framebuffer[4*1024*0], data, 4*1024*48); + if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*48); glUnmapBuffer(GL_PIXEL_PACK_BUFFER); if (RenderNumPolygons) RenderSceneChunk(48, 48); - glReadPixels(0, 48*2, 256*2, 48*2, GL_BGRA, GL_UNSIGNED_BYTE, NULL); + glReadPixels(0, 48<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL); } else if (line == 48) { u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY); - if (data) memcpy(&Framebuffer[4*1024*48], data, 4*1024*48); + if (data) memcpy(&Framebuffer[stride*48], data, 4*stride*48); glUnmapBuffer(GL_PIXEL_PACK_BUFFER); if (RenderNumPolygons) RenderSceneChunk(96, 48); - glReadPixels(0, 96*2, 256*2, 48*2, GL_BGRA, GL_UNSIGNED_BYTE, NULL); + glReadPixels(0, 96<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL); } else if (line == 96) { u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY); - if (data) memcpy(&Framebuffer[4*1024*96], data, 4*1024*48); + if (data) memcpy(&Framebuffer[stride*96], data, 4*stride*48); glUnmapBuffer(GL_PIXEL_PACK_BUFFER); if (RenderNumPolygons) RenderSceneChunk(144, 48); - glReadPixels(0, 144*2, 256*2, 48*2, GL_BGRA, GL_UNSIGNED_BYTE, NULL); + glReadPixels(0, 144<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL); } else if (line == 144) { u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY); - if (data) memcpy(&Framebuffer[4*1024*144], data, 4*1024*48); + if (data) memcpy(&Framebuffer[stride*144], data, 4*stride*48); glUnmapBuffer(GL_PIXEL_PACK_BUFFER); } } - u32* ptr = (u32*)&Framebuffer[512*2*4 * line]; - for (int i = 0; i < 1024; i++) + u64* ptr = (u64*)&Framebuffer[stride * line]; + for (int i = 0; i < stride; i+=2) { - u32 rgb = *ptr & 0x00FCFCFC; - u32 a = *ptr & 0xF8000000; + u64 rgb = *ptr & 0x00FCFCFC00FCFCFC; + u64 a = *ptr & 0xF8000000F8000000; *ptr++ = (rgb >> 2) | (a >> 3); } - return (u32*)&Framebuffer[512*2*4 * line]; + return &Framebuffer[stride * line]; } } |