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authorWunk <wunkolo@gmail.com>2021-02-09 14:38:51 -0800
committerGitHub <noreply@github.com>2021-02-09 23:38:51 +0100
commita7029aebae2d09c2dd666a5832a90e227305bab1 (patch)
tree33869de30c9893df4cbc2ffaee5e8f1c68b3f807 /src
parent891427c75c6c617bf61b2e7f2a3f0d79872f7f3c (diff)
Allow for a more modular renderer backends (#990)
* Draft GPU3D renderer modularization * Update sources C++ standard to C++17 The top-level `CMakeLists.txt` is already using the C++17 standard. * Move GLCompositor into class type Some other misc fixes to push towards better modularity * Make renderer-implementation types move-only These types are going to be holding onto handles of GPU-side resources and shouldn't ever be copied around. * Fix OSX: Remove 'register' storage class specifier `register` has been removed in C++17... But this keyword hasn't done anything in years anyways. OSX builds consider this "warning" an error and it stops the whole build. * Add RestartFrame to Renderer3D interface * Move Accelerated property to Renderer3D interface There are points in the code base where we do: `renderer != 0` to know if we are feeding an openGL renderer. Rather than that we can instead just have this be a property of the renderer itself. With this pattern a renderer can just say how it wants its data to come in rather than have everyone know that they're talking to an OpenGL renderer. * Remove Accelerated flag from GPU * Move 2D_Soft interface in separate header Also make the current 2D engine an "owned" unique_ptr. * Update alignment attribute to standard alignas Uses standardized `alignas` rather than compiler-specific attributes. https://en.cppreference.com/w/cpp/language/alignas * Fix Clang: alignas specifier Alignment must be specified before the array to align the entire array. https://en.cppreference.com/w/cpp/language/alignas * Converted Renderer3D Accelerated to variable This flag is checked a lot during scanline rasterization. So rather than having an expensive vtable-lookup call during mainline rendering code, it is now a public constant bool type that is written to only once during Renderer3D initialization.
Diffstat (limited to 'src')
-rw-r--r--src/CMakeLists.txt2
-rw-r--r--src/GPU.cpp101
-rw-r--r--src/GPU.h32
-rw-r--r--src/GPU2D.h69
-rw-r--r--src/GPU2D_Soft.cpp39
-rw-r--r--src/GPU2D_Soft.h79
-rw-r--r--src/GPU3D.cpp22
-rw-r--r--src/GPU3D.h55
-rw-r--r--src/GPU3D_OpenGL.cpp143
-rw-r--r--src/GPU3D_OpenGL.h152
-rw-r--r--src/GPU3D_Soft.cpp531
-rw-r--r--src/GPU3D_Soft.h516
-rw-r--r--src/GPU_OpenGL.cpp48
-rw-r--r--src/GPU_OpenGL.h68
-rw-r--r--src/NDS.cpp2
-rw-r--r--src/frontend/qt_sdl/main.cpp12
16 files changed, 1037 insertions, 834 deletions
diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index 3bcecbc..dc32b2a 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -1,6 +1,6 @@
project(core)
-set (CMAKE_CXX_STANDARD 14)
+set (CMAKE_CXX_STANDARD 17)
add_library(core STATIC
ARCodeFile.cpp
diff --git a/src/GPU.cpp b/src/GPU.cpp
index ab3a5f9..d5465bb 100644
--- a/src/GPU.cpp
+++ b/src/GPU.cpp
@@ -21,6 +21,7 @@
#include "NDS.h"
#include "GPU.h"
+#include "GPU2D_Soft.h"
namespace GPU
{
@@ -79,11 +80,10 @@ u8* VRAMPtr_BOBJ[0x8];
int FrontBuffer;
u32* Framebuffer[2][2];
-int Renderer;
-bool Accelerated;
+int Renderer = 0;
-GPU2D* GPU2D_A;
-GPU2D* GPU2D_B;
+std::unique_ptr<GPU2D> GPU2D_A = {};
+std::unique_ptr<GPU2D> GPU2D_B = {};
/*
VRAM invalidation tracking
@@ -145,25 +145,28 @@ u8 VRAMFlat_TexPal[128*1024];
u32 OAMDirty;
u32 PaletteDirty;
+#ifdef OGLRENDERER_ENABLED
+std::unique_ptr<GLCompositor> CurGLCompositor = {};
+#endif
+
bool Init()
{
- GPU2D_A = new GPU2D_Soft(0);
- GPU2D_B = new GPU2D_Soft(1);
+ GPU2D_A = std::make_unique<GPU2D_Soft>(0);
+ GPU2D_B = std::make_unique<GPU2D_Soft>(1);
if (!GPU3D::Init()) return false;
FrontBuffer = 0;
Framebuffer[0][0] = NULL; Framebuffer[0][1] = NULL;
Framebuffer[1][0] = NULL; Framebuffer[1][1] = NULL;
Renderer = 0;
- Accelerated = false;
return true;
}
void DeInit()
{
- delete GPU2D_A;
- delete GPU2D_B;
+ GPU2D_A.reset();
+ GPU2D_B.reset();
GPU3D::DeInit();
if (Framebuffer[0][0]) delete[] Framebuffer[0][0];
@@ -250,9 +253,12 @@ void Reset()
memset(VRAMPtr_BBG, 0, sizeof(VRAMPtr_BBG));
memset(VRAMPtr_BOBJ, 0, sizeof(VRAMPtr_BOBJ));
- int fbsize;
- if (Accelerated) fbsize = (256*3 + 1) * 192;
- else fbsize = 256 * 192;
+ size_t fbsize;
+ if (GPU3D::CurrentRenderer->Accelerated)
+ fbsize = (256*3 + 1) * 192;
+ else
+ fbsize = 256 * 192;
+
for (int i = 0; i < fbsize; i++)
{
Framebuffer[0][0][i] = 0xFFFFFFFF;
@@ -283,17 +289,22 @@ void Reset()
void Stop()
{
int fbsize;
- if (Accelerated) fbsize = (256*3 + 1) * 192;
- else fbsize = 256 * 192;
+ if (GPU3D::CurrentRenderer->Accelerated)
+ fbsize = (256*3 + 1) * 192;
+ else
+ fbsize = 256 * 192;
+
memset(Framebuffer[0][0], 0, fbsize*4);
memset(Framebuffer[0][1], 0, fbsize*4);
memset(Framebuffer[1][0], 0, fbsize*4);
memset(Framebuffer[1][1], 0, fbsize*4);
#ifdef OGLRENDERER_ENABLED
- if (Accelerated)
- GLCompositor::Stop();
-#endif
+ // This needs a better way to know that we're
+ // using the OpenGL renderer specifically
+ if (GPU3D::CurrentRenderer->Accelerated)
+ CurGLCompositor->Stop();
+#endif
}
void DoSavestate(Savestate* file)
@@ -382,37 +393,42 @@ void InitRenderer(int renderer)
#ifdef OGLRENDERER_ENABLED
if (renderer == 1)
{
- if (!GLCompositor::Init())
+ CurGLCompositor = std::make_unique<GLCompositor>();
+ // Create opengl rendrerer
+ if (!CurGLCompositor->Init())
{
+ // Fallback on software renderer
renderer = 0;
+ GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
+ GPU3D::CurrentRenderer->Init();
}
- else if (!GPU3D::GLRenderer::Init())
+ GPU3D::CurrentRenderer = std::make_unique<GPU3D::GLRenderer>();
+ if (!GPU3D::CurrentRenderer->Init())
{
- GLCompositor::DeInit();
+ // Fallback on software renderer
+ CurGLCompositor->DeInit();
+ CurGLCompositor.reset();
renderer = 0;
+ GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
}
}
else
#endif
{
- GPU3D::SoftRenderer::Init();
+ GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
+ GPU3D::CurrentRenderer->Init();
}
Renderer = renderer;
- Accelerated = renderer != 0;
}
void DeInitRenderer()
{
- if (Renderer == 0)
- {
- GPU3D::SoftRenderer::DeInit();
- }
+ GPU3D::CurrentRenderer->DeInit();
#ifdef OGLRENDERER_ENABLED
- else
+ if (Renderer == 1)
{
- GPU3D::GLRenderer::DeInit();
- GLCompositor::DeInit();
+ CurGLCompositor->DeInit();
}
#endif
}
@@ -421,13 +437,13 @@ void ResetRenderer()
{
if (Renderer == 0)
{
- GPU3D::SoftRenderer::Reset();
+ GPU3D::CurrentRenderer->Reset();
}
#ifdef OGLRENDERER_ENABLED
else
{
- GLCompositor::Reset();
- GPU3D::GLRenderer::Reset();
+ CurGLCompositor->Reset();
+ GPU3D::CurrentRenderer->Reset();
}
#endif
}
@@ -440,10 +456,12 @@ void SetRenderSettings(int renderer, RenderSettings& settings)
InitRenderer(renderer);
}
- bool accel = Accelerated;
int fbsize;
- if (accel) fbsize = (256*3 + 1) * 192;
- else fbsize = 256 * 192;
+ if (GPU3D::CurrentRenderer->Accelerated)
+ fbsize = (256*3 + 1) * 192;
+ else
+ fbsize = 256 * 192;
+
if (Framebuffer[0][0]) { delete[] Framebuffer[0][0]; Framebuffer[0][0] = nullptr; }
if (Framebuffer[1][0]) { delete[] Framebuffer[1][0]; Framebuffer[1][0] = nullptr; }
if (Framebuffer[0][1]) { delete[] Framebuffer[0][1]; Framebuffer[0][1] = nullptr; }
@@ -461,18 +479,15 @@ void SetRenderSettings(int renderer, RenderSettings& settings)
AssignFramebuffers();
- GPU2D_A->SetRenderSettings(accel);
- GPU2D_B->SetRenderSettings(accel);
-
if (Renderer == 0)
{
- GPU3D::SoftRenderer::SetRenderSettings(settings);
+ GPU3D::CurrentRenderer->SetRenderSettings(settings);
}
#ifdef OGLRENDERER_ENABLED
else
{
- GLCompositor::SetRenderSettings(settings);
- GPU3D::GLRenderer::SetRenderSettings(settings);
+ CurGLCompositor->SetRenderSettings(settings);
+ GPU3D::CurrentRenderer->SetRenderSettings(settings);
}
#endif
}
@@ -1149,7 +1164,9 @@ void StartScanline(u32 line)
GPU3D::VBlank();
#ifdef OGLRENDERER_ENABLED
- if (Accelerated) GLCompositor::RenderFrame();
+ // Need a better way to identify the openGL renderer in particular
+ if (GPU3D::CurrentRenderer->Accelerated)
+ CurGLCompositor->RenderFrame();
#endif
}
}
diff --git a/src/GPU.h b/src/GPU.h
index 2fc15f4..1e24051 100644
--- a/src/GPU.h
+++ b/src/GPU.h
@@ -19,9 +19,15 @@
#ifndef GPU_H
#define GPU_H
+#include <memory>
+
#include "GPU2D.h"
#include "NonStupidBitfield.h"
+#ifdef OGLRENDERER_ENABLED
+#include "GPU_OpenGL.h"
+#endif
+
namespace GPU
{
@@ -69,8 +75,8 @@ extern u8* VRAMPtr_BOBJ[0x8];
extern int FrontBuffer;
extern u32* Framebuffer[2][2];
-extern GPU2D* GPU2D_A;
-extern GPU2D* GPU2D_B;
+extern std::unique_ptr<GPU2D> GPU2D_A;
+extern std::unique_ptr<GPU2D> GPU2D_B;
extern int Renderer;
@@ -149,6 +155,10 @@ void SyncDirtyFlags();
extern u32 OAMDirty;
extern u32 PaletteDirty;
+#ifdef OGLRENDERER_ENABLED
+extern std::unique_ptr<GLCompositor> CurGLCompositor;
+#endif
+
struct RenderSettings
{
bool Soft_Threaded;
@@ -550,24 +560,6 @@ void DisplayFIFO(u32 x);
void SetDispStat(u32 cpu, u16 val);
void SetVCount(u16 val);
-
-#ifdef OGLRENDERER_ENABLED
-namespace GLCompositor
-{
-
-bool Init();
-void DeInit();
-void Reset();
-
-void SetRenderSettings(RenderSettings& settings);
-
-void Stop();
-void RenderFrame();
-void BindOutputTexture(int buf);
-
-}
-#endif
-
}
#include "GPU3D.h"
diff --git a/src/GPU2D.h b/src/GPU2D.h
index 0f59ae3..e9ce8e1 100644
--- a/src/GPU2D.h
+++ b/src/GPU2D.h
@@ -28,13 +28,15 @@ public:
GPU2D(u32 num);
virtual ~GPU2D() {}
+ GPU2D(const GPU2D&) = delete;
+ GPU2D& operator=(const GPU2D&) = delete;
+
void Reset();
void DoSavestate(Savestate* file);
void SetEnabled(bool enable) { Enabled = enable; }
void SetFramebuffer(u32* buf);
- virtual void SetRenderSettings(bool accel) = 0;
u8 Read8(u32 addr);
u16 Read16(u32 addr);
@@ -115,8 +117,8 @@ protected:
u16 MasterBrightness;
- u8 WindowMask[256] __attribute__((aligned (8)));
- u8 OBJWindow[256] __attribute__((aligned (8)));
+ alignas(8) u8 WindowMask[256];
+ alignas(8) u8 OBJWindow[256];
void UpdateMosaicCounters(u32 line);
void CalculateWindowMask(u32 line);
@@ -124,65 +126,4 @@ protected:
virtual void MosaicXSizeChanged() = 0;
};
-class GPU2D_Soft : public GPU2D
-{
-public:
- GPU2D_Soft(u32 num);
- ~GPU2D_Soft() override {}
-
- void SetRenderSettings(bool accel) override;
-
- void DrawScanline(u32 line) override;
- void DrawSprites(u32 line) override;
- void VBlankEnd() override;
-
-protected:
- void MosaicXSizeChanged() override;
-
-private:
- bool Accelerated;
-
- u32 BGOBJLine[256*3] __attribute__((aligned (8)));
- u32* _3DLine;
-
- u32 OBJLine[256] __attribute__((aligned (8)));
- u8 OBJIndex[256] __attribute__((aligned (8)));
-
- u32 NumSprites;
-
- u8 MosaicTable[16][256];
- u8* CurBGXMosaicTable;
- u8* CurOBJXMosaicTable;
-
- u32 ColorBlend4(u32 val1, u32 val2, u32 eva, u32 evb);
- u32 ColorBlend5(u32 val1, u32 val2);
- u32 ColorBrightnessUp(u32 val, u32 factor);
- u32 ColorBrightnessDown(u32 val, u32 factor);
- u32 ColorComposite(int i, u32 val1, u32 val2);
-
- template<u32 bgmode> void DrawScanlineBGMode(u32 line);
- void DrawScanlineBGMode6(u32 line);
- void DrawScanlineBGMode7(u32 line);
- void DrawScanline_BGOBJ(u32 line);
-
- static void DrawPixel_Normal(u32* dst, u16 color, u32 flag);
- static void DrawPixel_Accel(u32* dst, u16 color, u32 flag);
-
- typedef void (*DrawPixel)(u32* dst, u16 color, u32 flag);
-
- void DrawBG_3D();
- template<bool mosaic, DrawPixel drawPixel> void DrawBG_Text(u32 line, u32 bgnum);
- template<bool mosaic, DrawPixel drawPixel> void DrawBG_Affine(u32 line, u32 bgnum);
- template<bool mosaic, DrawPixel drawPixel> void DrawBG_Extended(u32 line, u32 bgnum);
- template<bool mosaic, DrawPixel drawPixel> void DrawBG_Large(u32 line);
-
- void ApplySpriteMosaicX();
- template<DrawPixel drawPixel>
- void InterleaveSprites(u32 prio);
- template<bool window> void DrawSprite_Rotscale(u32 num, u32 boundwidth, u32 boundheight, u32 width, u32 height, s32 xpos, s32 ypos);
- template<bool window> void DrawSprite_Normal(u32 num, u32 width, u32 height, s32 xpos, s32 ypos);
-
- void DoCapture(u32 line, u32 width);
-};
-
#endif
diff --git a/src/GPU2D_Soft.cpp b/src/GPU2D_Soft.cpp
index 7cab67a..e455b7c 100644
--- a/src/GPU2D_Soft.cpp
+++ b/src/GPU2D_Soft.cpp
@@ -1,4 +1,4 @@
-#include "GPU2D.h"
+#include "GPU2D_Soft.h"
#include "GPU.h"
GPU2D_Soft::GPU2D_Soft(u32 num)
@@ -15,11 +15,6 @@ GPU2D_Soft::GPU2D_Soft(u32 num)
}
}
-void GPU2D_Soft::SetRenderSettings(bool accel)
-{
- Accelerated = accel;
-}
-
u32 GPU2D_Soft::ColorBlend4(u32 val1, u32 val2, u32 eva, u32 evb)
{
u32 r = (((val1 & 0x00003F) * eva) + ((val2 & 0x00003F) * evb)) >> 4;
@@ -152,7 +147,7 @@ u32 GPU2D_Soft::ColorComposite(int i, u32 val1, u32 val2)
void GPU2D_Soft::DrawScanline(u32 line)
{
- int stride = Accelerated ? (256*3 + 1) : 256;
+ int stride = GPU3D::CurrentRenderer->Accelerated ? (256*3 + 1) : 256;
u32* dst = &Framebuffer[stride * line];
int n3dline = line;
@@ -192,7 +187,7 @@ void GPU2D_Soft::DrawScanline(u32 line)
if (Num == 0)
{
- if (!Accelerated)
+ if (!GPU3D::CurrentRenderer->Accelerated)
_3DLine = GPU3D::GetLine(n3dline);
else if (CaptureLatch && (((CaptureCnt >> 29) & 0x3) != 1))
{
@@ -206,7 +201,7 @@ void GPU2D_Soft::DrawScanline(u32 line)
for (int i = 0; i < 256; i++)
dst[i] = 0xFFFFFFFF;
- if (Accelerated)
+ if (GPU3D::CurrentRenderer->Accelerated)
{
dst[256*3] = 0;
}
@@ -296,7 +291,7 @@ void GPU2D_Soft::DrawScanline(u32 line)
DoCapture(line, capwidth);
}
- if (Accelerated)
+ if (GPU3D::CurrentRenderer->Accelerated)
{
dst[256*3] = MasterBrightness | (DispCnt & 0x30000);
return;
@@ -350,11 +345,11 @@ void GPU2D_Soft::VBlankEnd()
GPU2D::VBlankEnd();
#ifdef OGLRENDERER_ENABLED
- if (Accelerated)
+ if (GPU3D::CurrentRenderer->Accelerated)
{
if ((Num == 0) && (CaptureCnt & (1<<31)) && (((CaptureCnt >> 29) & 0x3) != 1))
{
- GPU3D::GLRenderer::PrepareCaptureFrame();
+ reinterpret_cast<GPU3D::GLRenderer*>(GPU3D::CurrentRenderer.get())->PrepareCaptureFrame();
}
}
#endif
@@ -372,7 +367,7 @@ void GPU2D_Soft::DoCapture(u32 line, u32 width)
u16* dst = (u16*)GPU::VRAM[dstvram];
u32 dstaddr = (((CaptureCnt >> 18) & 0x3) << 14) + (line * width);
- // TODO: handle 3D in accelerated mode!!
+ // TODO: handle 3D in GPU3D::CurrentRenderer->Accelerated mode!!
u32* srcA;
if (CaptureCnt & (1<<24))
@@ -382,9 +377,9 @@ void GPU2D_Soft::DoCapture(u32 line, u32 width)
else
{
srcA = BGOBJLine;
- if (Accelerated)
+ if (GPU3D::CurrentRenderer->Accelerated)
{
- // in accelerated mode, compositing is normally done on the GPU
+ // in GPU3D::CurrentRenderer->Accelerated mode, compositing is normally done on the GPU
// but when doing display capture, we do need the composited output
// so we do it here
@@ -586,12 +581,12 @@ void GPU2D_Soft::DoCapture(u32 line, u32 width)
{ \
if ((BGCnt[num] & 0x0040) && (BGMosaicSize[0] > 0)) \
{ \
- if (Accelerated) DrawBG_##type<true, DrawPixel_Accel>(line, num); \
+ if (GPU3D::CurrentRenderer->Accelerated) DrawBG_##type<true, DrawPixel_Accel>(line, num); \
else DrawBG_##type<true, DrawPixel_Normal>(line, num); \
} \
else \
{ \
- if (Accelerated) DrawBG_##type<false, DrawPixel_Accel>(line, num); \
+ if (GPU3D::CurrentRenderer->Accelerated) DrawBG_##type<false, DrawPixel_Accel>(line, num); \
else DrawBG_##type<false, DrawPixel_Normal>(line, num); \
} \
} while (false)
@@ -601,18 +596,18 @@ void GPU2D_Soft::DoCapture(u32 line, u32 width)
{ \
if ((BGCnt[2] & 0x0040) && (BGMosaicSize[0] > 0)) \
{ \
- if (Accelerated) DrawBG_Large<true, DrawPixel_Accel>(line); \
+ if (GPU3D::CurrentRenderer->Accelerated) DrawBG_Large<true, DrawPixel_Accel>(line); \
else DrawBG_Large<true, DrawPixel_Normal>(line); \
} \
else \
{ \
- if (Accelerated) DrawBG_Large<false, DrawPixel_Accel>(line); \
+ if (GPU3D::CurrentRenderer->Accelerated) DrawBG_Large<false, DrawPixel_Accel>(line); \
else DrawBG_Large<false, DrawPixel_Normal>(line); \
} \
} while (false)
#define DoInterleaveSprites(prio) \
- if (Accelerated) InterleaveSprites<DrawPixel_Accel>(prio); else InterleaveSprites<DrawPixel_Normal>(prio);
+ if (GPU3D::CurrentRenderer->Accelerated) InterleaveSprites<DrawPixel_Accel>(prio); else InterleaveSprites<DrawPixel_Normal>(prio);
template<u32 bgmode>
void GPU2D_Soft::DrawScanlineBGMode(u32 line)
@@ -773,7 +768,7 @@ void GPU2D_Soft::DrawScanline_BGOBJ(u32 line)
// color special effects
// can likely be optimized
- if (!Accelerated)
+ if (!GPU3D::CurrentRenderer->Accelerated)
{
for (int i = 0; i < 256; i++)
{
@@ -919,7 +914,7 @@ void GPU2D_Soft::DrawBG_3D()
{
int i = 0;
- if (Accelerated)
+ if (GPU3D::CurrentRenderer->Accelerated)
{
for (i = 0; i < 256; i++)
{
diff --git a/src/GPU2D_Soft.h b/src/GPU2D_Soft.h
new file mode 100644
index 0000000..754f08a
--- /dev/null
+++ b/src/GPU2D_Soft.h
@@ -0,0 +1,79 @@
+/*
+ Copyright 2016-2020 Arisotura
+
+ This file is part of melonDS.
+
+ melonDS is free software: you can redistribute it and/or modify it under
+ the terms of the GNU General Public License as published by the Free
+ Software Foundation, either version 3 of the License, or (at your option)
+ any later version.
+
+ melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
+ WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License along
+ with melonDS. If not, see http://www.gnu.org/licenses/.
+*/
+
+#pragma once
+
+#include "GPU2D.h"
+
+class GPU2D_Soft : public GPU2D
+{
+public:
+ GPU2D_Soft(u32 num);
+ ~GPU2D_Soft() override {}
+
+ void DrawScanline(u32 line) override;
+ void DrawSprites(u32 line) override;
+ void VBlankEnd() override;
+
+protected:
+ void MosaicXSizeChanged() override;
+
+private:
+
+ alignas(8) u32 BGOBJLine[256*3];
+ u32* _3DLine;
+
+ alignas(8) u32 OBJLine[256];
+ alignas(8) u8 OBJIndex[256];
+
+ u32 NumSprites;
+
+ u8 MosaicTable[16][256];
+ u8* CurBGXMosaicTable;
+ u8* CurOBJXMosaicTable;
+
+ u32 ColorBlend4(u32 val1, u32 val2, u32 eva, u32 evb);
+ u32 ColorBlend5(u32 val1, u32 val2);
+ u32 ColorBrightnessUp(u32 val, u32 factor);
+ u32 ColorBrightnessDown(u32 val, u32 factor);
+ u32 ColorComposite(int i, u32 val1, u32 val2);
+
+ template<u32 bgmode> void DrawScanlineBGMode(u32 line);
+ void DrawScanlineBGMode6(u32 line);
+ void DrawScanlineBGMode7(u32 line);
+ void DrawScanline_BGOBJ(u32 line);
+
+ static void DrawPixel_Normal(u32* dst, u16 color, u32 flag);
+ static void DrawPixel_Accel(u32* dst, u16 color, u32 flag);
+
+ typedef void (*DrawPixel)(u32* dst, u16 color, u32 flag);
+
+ void DrawBG_3D();
+ template<bool mosaic, DrawPixel drawPixel> void DrawBG_Text(u32 line, u32 bgnum);
+ template<bool mosaic, DrawPixel drawPixel> void DrawBG_Affine(u32 line, u32 bgnum);
+ template<bool mosaic, DrawPixel drawPixel> void DrawBG_Extended(u32 line, u32 bgnum);
+ template<bool mosaic, DrawPixel drawPixel> void DrawBG_Large(u32 line);
+
+ void ApplySpriteMosaicX();
+ template<DrawPixel drawPixel>
+ void InterleaveSprites(u32 prio);
+ template<bool window> void DrawSprite_Rotscale(u32 num, u32 boundwidth, u32 boundheight, u32 width, u32 height, s32 xpos, s32 ypos);
+ template<bool window> void DrawSprite_Normal(u32 num, u32 width, u32 height, s32 xpos, s32 ypos);
+
+ void DoCapture(u32 line, u32 width);
+}; \ No newline at end of file
diff --git a/src/GPU3D.cpp b/src/GPU3D.cpp
index 9b41830..c933c82 100644
--- a/src/GPU3D.cpp
+++ b/src/GPU3D.cpp
@@ -273,7 +273,7 @@ u32 RenderNumPolygons;
u32 FlushRequest;
u32 FlushAttributes;
-
+std::unique_ptr<GPU3D::Renderer3D> CurrentRenderer = {};
bool Init()
{
@@ -2497,12 +2497,12 @@ void CheckFIFODMA()
void VCount144()
{
- if (GPU::Renderer == 0) SoftRenderer::VCount144();
+ CurrentRenderer->VCount144();
}
void RestartFrame()
{
- if (GPU::Renderer == 0) SoftRenderer::SetupRenderThread();
+ CurrentRenderer->RestartFrame();
}
@@ -2597,10 +2597,7 @@ void VBlank()
void VCount215()
{
- if (GPU::Renderer == 0) SoftRenderer::RenderFrame();
-#ifdef OGLRENDERER_ENABLED
- else GLRenderer::RenderFrame();
-#endif
+ CurrentRenderer->RenderFrame();
}
void SetRenderXPos(u16 xpos)
@@ -2614,12 +2611,7 @@ u32 ScrolledLine[256];
u32* GetLine(int line)
{
- u32* rawline = NULL;
-
- if (GPU::Renderer == 0) rawline = SoftRenderer::GetLine(line);
-#ifdef OGLRENDERER_ENABLED
- else rawline = GLRenderer::GetLine(line);
-#endif
+ u32* rawline = CurrentRenderer->GetLine(line);
if (RenderXPos == 0) return rawline;
@@ -3055,5 +3047,9 @@ void Write32(u32 addr, u32 val)
printf("unknown GPU3D write32 %08X %08X\n", addr, val);
}
+Renderer3D::Renderer3D(bool Accelerated)
+: Accelerated(Accelerated)
+{ }
+
}
diff --git a/src/GPU3D.h b/src/GPU3D.h
index e4629b0..1aba0bd 100644
--- a/src/GPU3D.h
+++ b/src/GPU3D.h
@@ -20,6 +20,9 @@
#define GPU3D_H
#include <array>
+#include <memory>
+
+#include "GPU.h"
#include "Savestate.h"
namespace GPU3D
@@ -96,8 +99,6 @@ extern u32 RenderNumPolygons;
extern u64 Timestamp;
-extern int Renderer;
-
bool Init();
void DeInit();
void Reset();
@@ -131,40 +132,42 @@ void Write8(u32 addr, u8 val);
void Write16(u32 addr, u16 val);
void Write32(u32 addr, u32 val);
-namespace SoftRenderer
+class Renderer3D
{
+public:
+ Renderer3D(bool Accelerated);
+ virtual ~Renderer3D() {};
-bool Init();
-void DeInit();
-void Reset();
+ Renderer3D(const Renderer3D&) = delete;
+ Renderer3D& operator=(const Renderer3D&) = delete;
-void SetRenderSettings(GPU::RenderSettings& settings);
-void SetupRenderThread();
+ virtual bool Init() = 0;
+ virtual void DeInit() = 0;
+ virtual void Reset() = 0;
-void VCount144();
-void RenderFrame();
-u32* GetLine(int line);
+ // This "Accelerated" flag currently communicates if the framebuffer should
+ // be allocated differently and other little misc handlers. Ideally there
+ // are more detailed "traits" that we can ask of the Renderer3D type
+ const bool Accelerated;
-}
+ virtual void SetRenderSettings(GPU::RenderSettings& settings) = 0;
-#ifdef OGLRENDERER_ENABLED
-namespace GLRenderer
-{
+ virtual void VCount144() {};
-bool Init();
-void DeInit();
-void Reset();
-
-void SetRenderSettings(GPU::RenderSettings& settings);
+ virtual void RenderFrame() = 0;
+ virtual void RestartFrame() {};
+ virtual u32* GetLine(int line) = 0;
+};
-void RenderFrame();
-void PrepareCaptureFrame();
-u32* GetLine(int line);
-void SetupAccelFrame();
+extern int Renderer;
+extern std::unique_ptr<Renderer3D> CurrentRenderer;
}
-#endif
-}
+#include "GPU3D_Soft.h"
+
+#ifdef OGLRENDERER_ENABLED
+#include "GPU3D_OpenGL.h"
+#endif
#endif
diff --git a/src/GPU3D_OpenGL.cpp b/src/GPU3D_OpenGL.cpp
index 164f29a..93c1523 100644
--- a/src/GPU3D_OpenGL.cpp
+++ b/src/GPU3D_OpenGL.cpp
@@ -16,118 +16,19 @@
with melonDS. If not, see http://www.gnu.org/licenses/.
*/
+#include "GPU3D_OpenGL.h"
+
#include <stdio.h>
#include <string.h>
#include "NDS.h"
#include "GPU.h"
#include "Config.h"
-#include "OpenGLSupport.h"
#include "GPU3D_OpenGL_shaders.h"
namespace GPU3D
{
-namespace GLRenderer
-{
-
-using namespace OpenGL;
-
-// GL version requirements
-// * texelFetch: 3.0 (GLSL 1.30) (3.2/1.50 for MS)
-// * UBO: 3.1
-
-
-enum
-{
- RenderFlag_WBuffer = 0x01,
- RenderFlag_Trans = 0x02,
- RenderFlag_ShadowMask = 0x04,
- RenderFlag_Edge = 0x08,
-};
-
-
-GLuint ClearShaderPlain[3];
-
-GLuint RenderShader[16][3];
-GLuint CurShaderID = -1;
-
-GLuint FinalPassEdgeShader[3];
-GLuint FinalPassFogShader[3];
-
-// std140 compliant structure
-struct
-{
- float uScreenSize[2]; // vec2 0 / 2
- u32 uDispCnt; // int 2 / 1
- u32 __pad0;
- float uToonColors[32][4]; // vec4[32] 4 / 128
- float uEdgeColors[8][4]; // vec4[8] 132 / 32
- float uFogColor[4]; // vec4 164 / 4
- float uFogDensity[34][4]; // float[34] 168 / 136
- u32 uFogOffset; // int 304 / 1
- u32 uFogShift; // int 305 / 1
- u32 _pad1[2]; // int 306 / 2
-} ShaderConfig;
-
-GLuint ShaderConfigUBO;
-
-struct RendererPolygon
-{
- Polygon* PolyData;
-
- u32 NumIndices;
- u32 IndicesOffset;
- GLuint PrimType;
-
- u32 NumEdgeIndices;
- u32 EdgeIndicesOffset;
- u32 RenderKey;
-};
-
-RendererPolygon PolygonList[2048];
-int NumFinalPolys, NumOpaqueFinalPolys;
-
-GLuint ClearVertexBufferID, ClearVertexArrayID;
-GLint ClearUniformLoc[4];
-
-// vertex buffer
-// * XYZW: 4x16bit
-// * RGBA: 4x8bit
-// * ST: 2x16bit
-// * polygon data: 3x32bit (polygon/texture attributes)
-//
-// polygon attributes:
-// * bit4-7, 11, 14-15, 24-29: POLYGON_ATTR
-// * bit16-20: Z shift
-// * bit8: front-facing (?)
-// * bit9: W-buffering (?)
-
-GLuint VertexBufferID;
-u32 VertexBuffer[10240 * 7];
-u32 NumVertices;
-
-GLuint VertexArrayID;
-GLuint IndexBufferID;
-u16 IndexBuffer[2048 * 40];
-u32 NumIndices, NumEdgeIndices;
-
-const u32 EdgeIndicesOffset = 2048 * 30;
-
-GLuint TexMemID;
-GLuint TexPalMemID;
-
-int ScaleFactor;
-bool BetterPolygons;
-int ScreenW, ScreenH;
-
-GLuint FramebufferTex[8];
-int FrontBuffer;
-GLuint FramebufferID[4], PixelbufferID;
-u32 Framebuffer[256*192];
-
-
-
-bool BuildRenderShader(u32 flags, const char* vs, const char* fs)
+bool GLRenderer::BuildRenderShader(u32 flags, const char* vs, const char* fs)
{
char shadername[32];
sprintf(shadername, "RenderShader%02X", flags);
@@ -180,7 +81,7 @@ bool BuildRenderShader(u32 flags, const char* vs, const char* fs)
return true;
}
-void UseRenderShader(u32 flags)
+void GLRenderer::UseRenderShader(u32 flags)
{
if (CurShaderID == flags) return;
glUseProgram(RenderShader[flags][2]);
@@ -196,7 +97,12 @@ void SetupDefaultTexParams(GLuint tex)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
-bool Init()
+GLRenderer::GLRenderer()
+ : Renderer3D(true)
+{
+}
+
+bool GLRenderer::Init()
{
GLint uni_id;
@@ -382,7 +288,7 @@ bool Init()
return true;
}
-void DeInit()
+void GLRenderer::DeInit()
{
glDeleteTextures(1, &TexMemID);
glDeleteTextures(1, &TexPalMemID);
@@ -404,11 +310,11 @@ void DeInit()
}
}
-void Reset()
+void GLRenderer::Reset()
{
}
-void SetRenderSettings(GPU::RenderSettings& settings)
+void GLRenderer::SetRenderSettings(GPU::RenderSettings& settings)
{
int scale = settings.GL_ScaleFactor;
@@ -462,7 +368,7 @@ void SetRenderSettings(GPU::RenderSettings& settings)
}
-void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
+void GLRenderer::SetupPolygon(GLRenderer::RendererPolygon* rp, Polygon* polygon)
{
rp->PolyData = polygon;
@@ -508,7 +414,7 @@ void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
}
}
-u32* SetupVertex(Polygon* poly, int vid, Vertex* vtx, u32 vtxattr, u32* vptr)
+u32* GLRenderer::SetupVertex(Polygon* poly, int vid, Vertex* vtx, u32 vtxattr, u32* vptr)
{
u32 z = poly->FinalZ[vid];
u32 w = poly->FinalW[vid];
@@ -569,7 +475,7 @@ u32* SetupVertex(Polygon* poly, int vid, Vertex* vtx, u32 vtxattr, u32* vptr)
return vptr;
}
-void BuildPolygons(RendererPolygon* polygons, int npolys)
+void GLRenderer::BuildPolygons(GLRenderer::RendererPolygon* polygons, int npolys)
{
u32* vptr = &VertexBuffer[0];
u32 vidx = 0;
@@ -791,7 +697,7 @@ void BuildPolygons(RendererPolygon* polygons, int npolys)
NumEdgeIndices = eidx - EdgeIndicesOffset;
}
-int RenderSinglePolygon(int i)
+int GLRenderer::RenderSinglePolygon(int i)
{
RendererPolygon* rp = &PolygonList[i];
@@ -800,7 +706,7 @@ int RenderSinglePolygon(int i)
return 1;
}
-int RenderPolygonBatch(int i)
+int GLRenderer::RenderPolygonBatch(int i)
{
RendererPolygon* rp = &PolygonList[i];
GLuint primtype = rp->PrimType;
@@ -822,7 +728,7 @@ int RenderPolygonBatch(int i)
return numpolys;
}
-int RenderPolygonEdgeBatch(int i)
+int GLRenderer::RenderPolygonEdgeBatch(int i)
{
RendererPolygon* rp = &PolygonList[i];
u32 key = rp->RenderKey;
@@ -842,7 +748,7 @@ int RenderPolygonEdgeBatch(int i)
return numpolys;
}
-void RenderSceneChunk(int y, int h)
+void GLRenderer::RenderSceneChunk(int y, int h)
{
u32 flags = 0;
if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
@@ -1206,7 +1112,7 @@ void RenderSceneChunk(int y, int h)
}
-void RenderFrame()
+void GLRenderer::RenderFrame()
{
CurShaderID = -1;
@@ -1381,7 +1287,7 @@ void RenderFrame()
FrontBuffer = FrontBuffer ? 0 : 1;
}
-void PrepareCaptureFrame()
+void GLRenderer::PrepareCaptureFrame()
{
// TODO: make sure this picks the right buffer when doing antialiasing
int original_fb = FrontBuffer^1;
@@ -1396,7 +1302,7 @@ void PrepareCaptureFrame()
glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
-u32* GetLine(int line)
+u32* GLRenderer::GetLine(int line)
{
int stride = 256;
@@ -1419,10 +1325,9 @@ u32* GetLine(int line)
return &Framebuffer[stride * line];
}
-void SetupAccelFrame()
+void GLRenderer::SetupAccelFrame()
{
glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer]);
}
}
-}
diff --git a/src/GPU3D_OpenGL.h b/src/GPU3D_OpenGL.h
new file mode 100644
index 0000000..73e2955
--- /dev/null
+++ b/src/GPU3D_OpenGL.h
@@ -0,0 +1,152 @@
+/*
+ Copyright 2016-2020 Arisotura
+
+ This file is part of melonDS.
+
+ melonDS is free software: you can redistribute it and/or modify it under
+ the terms of the GNU General Public License as published by the Free
+ Software Foundation, either version 3 of the License, or (at your option)
+ any later version.
+
+ melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
+ WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License along
+ with melonDS. If not, see http://www.gnu.org/licenses/.
+*/
+
+#pragma once
+
+#include "GPU3D.h"
+
+#include "OpenGLSupport.h"
+
+
+namespace GPU3D
+{
+class GLRenderer : public Renderer3D
+{
+public:
+ GLRenderer();
+ virtual ~GLRenderer() override {};
+ virtual bool Init() override;
+ virtual void DeInit() override;
+ virtual void Reset() override;
+
+ virtual void SetRenderSettings(GPU::RenderSettings& settings) override;
+
+ virtual void VCount144() override {};
+ virtual void RenderFrame() override;
+ virtual u32* GetLine(int line) override;
+
+ void SetupAccelFrame();
+ void PrepareCaptureFrame();
+private:
+
+ // GL version requirements
+ // * texelFetch: 3.0 (GLSL 1.30) (3.2/1.50 for MS)
+ // * UBO: 3.1
+
+ struct RendererPolygon
+ {
+ Polygon* PolyData;
+
+ u32 NumIndices;
+ u32 IndicesOffset;
+ GLuint PrimType;
+
+ u32 NumEdgeIndices;
+ u32 EdgeIndicesOffset;
+
+ u32 RenderKey;
+ };
+
+ RendererPolygon PolygonList[2048];
+
+ bool BuildRenderShader(u32 flags, const char* vs, const char* fs);
+ void UseRenderShader(u32 flags);
+ void SetupPolygon(RendererPolygon* rp, Polygon* polygon);
+ u32* SetupVertex(Polygon* poly, int vid, Vertex* vtx, u32 vtxattr, u32* vptr);
+ void BuildPolygons(RendererPolygon* polygons, int npolys);
+ int RenderSinglePolygon(int i);
+ int RenderPolygonBatch(int i);
+ int RenderPolygonEdgeBatch(int i);
+ void RenderSceneChunk(int y, int h);
+
+ enum
+ {
+ RenderFlag_WBuffer = 0x01,
+ RenderFlag_Trans = 0x02,
+ RenderFlag_ShadowMask = 0x04,
+ RenderFlag_Edge = 0x08,
+ };
+
+
+ GLuint ClearShaderPlain[3];
+
+ GLuint RenderShader[16][3];
+ GLuint CurShaderID = -1;
+
+ GLuint FinalPassEdgeShader[3];
+ GLuint FinalPassFogShader[3];
+
+ // std140 compliant structure
+ struct
+ {
+ float uScreenSize[2]; // vec2 0 / 2
+ u32 uDispCnt; // int 2 / 1
+ u32 __pad0;
+ float uToonColors[32][4]; // vec4[32] 4 / 128
+ float uEdgeColors[8][4]; // vec4[8] 132 / 32
+ float uFogColor[4]; // vec4 164 / 4
+ float uFogDensity[34][4]; // float[34] 168 / 136
+ u32 uFogOffset; // int 304 / 1
+ u32 uFogShift; // int 305 / 1
+ u32 _pad1[2]; // int 306 / 2
+ } ShaderConfig;
+
+ GLuint ShaderConfigUBO;
+ int NumFinalPolys, NumOpaqueFinalPolys;
+
+ GLuint ClearVertexBufferID, ClearVertexArrayID;
+ GLint ClearUniformLoc[4];
+
+ // vertex buffer
+ // * XYZW: 4x16bit
+ // * RGBA: 4x8bit
+ // * ST: 2x16bit
+ // * polygon data: 3x32bit (polygon/texture attributes)
+ //
+ // polygon attributes:
+ // * bit4-7, 11, 14-15, 24-29: POLYGON_ATTR
+ // * bit16-20: Z shift
+ // * bit8: front-facing (?)
+ // * bit9: W-buffering (?)
+
+ GLuint VertexBufferID;
+ u32 VertexBuffer[10240 * 7];
+ u32 NumVertices;
+
+ GLuint VertexArrayID;
+ GLuint IndexBufferID;
+ u16 IndexBuffer[2048 * 40];
+ u32 NumIndices, NumEdgeIndices;
+
+ const u32 EdgeIndicesOffset = 2048 * 30;
+
+ GLuint TexMemID;
+ GLuint TexPalMemID;
+
+ int ScaleFactor;
+ bool BetterPolygons;
+ int ScreenW, ScreenH;
+
+ GLuint FramebufferTex[8];
+ int FrontBuffer;
+ GLuint FramebufferID[4], PixelbufferID;
+ u32 Framebuffer[256*192];
+
+
+};
+} \ No newline at end of file
diff --git a/src/GPU3D_Soft.cpp b/src/GPU3D_Soft.cpp
index 3d6ace6..f6d27a0 100644
--- a/src/GPU3D_Soft.cpp
+++ b/src/GPU3D_Soft.cpp
@@ -16,82 +16,43 @@
with melonDS. If not, see http://www.gnu.org/licenses/.
*/
+#include "GPU3D_Soft.h"
+
#include <stdio.h>
#include <string.h>
#include "NDS.h"
#include "GPU.h"
#include "Config.h"
-#include "Platform.h"
namespace GPU3D
{
-namespace SoftRenderer
-{
-
-// buffer dimensions are 258x194 to add a offscreen 1px border
-// which simplifies edge marking tests
-// buffer is duplicated to keep track of the two topmost pixels
-// TODO: check if the hardware can accidentally plot pixels
-// offscreen in that border
-
-const int ScanlineWidth = 258;
-const int NumScanlines = 194;
-const int BufferSize = ScanlineWidth * NumScanlines;
-const int FirstPixelOffset = ScanlineWidth + 1;
-
-u32 ColorBuffer[BufferSize * 2];
-u32 DepthBuffer[BufferSize * 2];
-u32 AttrBuffer[BufferSize * 2];
-
-// attribute buffer:
-// bit0-3: edge flags (left/right/top/bottom)
-// bit4: backfacing flag
-// bit8-12: antialiasing alpha
-// bit15: fog enable
-// bit16-21: polygon ID for translucent pixels
-// bit22: translucent flag
-// bit24-29: polygon ID for opaque pixels
-
-u8 StencilBuffer[256*2];
-bool PrevIsShadowMask;
-
-bool Enabled;
-
-bool FrameIdentical;
-
-// threading
-
-bool Threaded;
-Platform::Thread* RenderThread;
-bool RenderThreadRunning;
-bool RenderThreadRendering;
-Platform::Semaphore* Sema_RenderStart;
-Platform::Semaphore* Sema_RenderDone;
-Platform::Semaphore* Sema_ScanlineCount;
void RenderThreadFunc();
-void StopRenderThread()
+void SoftRenderer::StopRenderThread()
{
if (RenderThreadRunning)
{
RenderThreadRunning = false;
Platform::Semaphore_Post(Sema_RenderStart);
- Platform::Thread_Wait(RenderThread);
- Platform::Thread_Free(RenderThread);
+ // Platform::Thread_Wait(RenderThread);
+ // Platform::Thread_Free(RenderThread);
+ RenderThread.join();
+
}
}
-void SetupRenderThread()
+void SoftRenderer::SetupRenderThread()
{
if (Threaded)
{
if (!RenderThreadRunning)
{
RenderThreadRunning = true;
- RenderThread = Platform::Thread_Create(RenderThreadFunc);
+ //RenderThread = Platform::Thread_Create(RenderThreadFunc);
+ RenderThread = std::thread(&SoftRenderer::RenderThreadFunc, this);
}
// otherwise more than one frame can be queued up at once
@@ -113,7 +74,13 @@ void SetupRenderThread()
}
-bool Init()
+SoftRenderer::SoftRenderer()
+ : Renderer3D(false)
+{
+
+}
+
+bool SoftRenderer::Init()
{
Sema_RenderStart = Platform::Semaphore_Create();
Sema_RenderDone = Platform::Semaphore_Create();
@@ -126,7 +93,7 @@ bool Init()
return true;
}
-void DeInit()
+void SoftRenderer::DeInit()
{
StopRenderThread();
@@ -135,7 +102,7 @@ void DeInit()
Platform::Semaphore_Free(Sema_ScanlineCount);
}
-void Reset()
+void SoftRenderer::Reset()
{
memset(ColorBuffer, 0, BufferSize * 2 * 4);
memset(DepthBuffer, 0, BufferSize * 2 * 4);
@@ -146,428 +113,13 @@ void Reset()
SetupRenderThread();
}
-void SetRenderSettings(GPU::RenderSettings& settings)
+void SoftRenderer::SetRenderSettings(GPU::RenderSettings& settings)
{
Threaded = settings.Soft_Threaded;
SetupRenderThread();
}
-
-
-// Notes on the interpolator:
-//
-// This is a theory on how the DS hardware interpolates values. It matches hardware output
-// in the tests I did, but the hardware may be doing it differently. You never know.
-//
-// Assuming you want to perspective-correctly interpolate a variable named A across two points
-// in a typical rasterizer, you would calculate A/W and 1/W at each point, interpolate linearly,
-// then divide A/W by 1/W to recover the correct A value.
-//
-// The DS GPU approximates interpolation by calculating a perspective-correct interpolation
-// between 0 and 1, then using the result as a factor to linearly interpolate the actual
-// vertex attributes. The factor has 9 bits of precision when interpolating along Y and
-// 8 bits along X.
-//
-// There's a special path for when the two W values are equal: it directly does linear
-// interpolation, avoiding precision loss from the aforementioned approximation.
-// Which is desirable when using the GPU to draw 2D graphics.
-
-template<int dir>
-class Interpolator
-{
-public:
- Interpolator() {}
- Interpolator(s32 x0, s32 x1, s32 w0, s32 w1)
- {
- Setup(x0, x1, w0, w1);
- }
-
- void Setup(s32 x0, s32 x1, s32 w0, s32 w1)
- {
- this->x0 = x0;
- this->x1 = x1;
- this->xdiff = x1 - x0;
-
- // calculate reciprocals for linear mode and Z interpolation
- // TODO eventually: use a faster reciprocal function?
- if (this->xdiff != 0)
- this->xrecip = (1<<30) / this->xdiff;
- else
- this->xrecip = 0;
- this->xrecip_z = this->xrecip >> 8;
-
- // linear mode is used if both W values are equal and have
- // low-order bits cleared (0-6 along X, 1-6 along Y)
- u32 mask = dir ? 0x7E : 0x7F;
- if ((w0 == w1) && !(w0 & mask) && !(w1 & mask))
- this->linear = true;
- else
- this->linear = false;
-
- if (dir)
- {
- // along Y
-
- if ((w0 & 0x1) && !(w1 & 0x1))
- {
- this->w0n = w0 - 1;
- this->w0d = w0 + 1;
- this->w1d = w1;
- }
- else
- {
- this->w0n = w0 & 0xFFFE;
- this->w0d = w0 & 0xFFFE;
- this->w1d = w1 & 0xFFFE;
- }
-
- this->shift = 9;
- }
- else
- {
- // along X
-
- this->w0n = w0;
- this->w0d = w0;
- this->w1d = w1;
-
- this->shift = 8;
- }
- }
-
- void SetX(s32 x)
- {
- x -= x0;
- this->x = x;
- if (xdiff != 0 && !linear)
- {
- s64 num = ((s64)x * w0n) << shift;
- s32 den = (x * w0d) + ((xdiff-x) * w1d);
-
- // this seems to be a proper division on hardware :/
- // I haven't been able to find cases that produce imperfect output
- if (den == 0) yfactor = 0;
- else yfactor = (s32)(num / den);
- }
- }
-
- s32 Interpolate(s32 y0, s32 y1)
- {
- if (xdiff == 0 || y0 == y1) return y0;
-
- if (!linear)
- {
- // perspective-correct approx. interpolation
- if (y0 < y1)
- return y0 + (((y1-y0) * yfactor) >> shift);
- else
- return y1 + (((y0-y1) * ((1<<shift)-yfactor)) >> shift);
- }
- else
- {
- // linear interpolation
- // checkme: the rounding bias there (3<<24) is a guess
- if (y0 < y1)
- return y0 + ((((s64)(y1-y0) * x * xrecip) + (3<<24)) >> 30);
- else
- return y1 + ((((s64)(y0-y1) * (xdiff-x) * xrecip) + (3<<24)) >> 30);
- }
- }
-
- s32 InterpolateZ(s32 z0, s32 z1, bool wbuffer)
- {
- if (xdiff == 0 || z0 == z1) return z0;
-
- if (wbuffer)
- {
- // W-buffering: perspective-correct approx. interpolation
- if (z0 < z1)
- return z0 + (((s64)(z1-z0) * yfactor) >> shift);
- else
- return z1 + (((s64)(z0-z1) * ((1<<shift)-yfactor)) >> shift);
- }
- else
- {
- // Z-buffering: linear interpolation
- // still doesn't quite match hardware...
- s32 base, disp, factor;
-
- if (z0 < z1)
- {
- base = z0;
- disp = z1 - z0;
- factor = x;
- }
- else
- {
- base = z1;
- disp = z0 - z1,
- factor = xdiff - x;
- }
-
- if (dir)
- {
- int shift = 0;
- while (disp > 0x3FF)
- {
- disp >>= 1;
- shift++;
- }
-
- return base + ((((s64)disp * factor * xrecip_z) >> 22) << shift);
- }
- else
- {
- disp >>= 9;
- return base + (((s64)disp * factor * xrecip_z) >> 13);
- }
- }
- }
-
-private:
- s32 x0, x1, xdiff, x;
-
- int shift;
- bool linear;
-
- s32 xrecip, xrecip_z;
- s32 w0n, w0d, w1d;
-
- u32 yfactor;
-};
-
-
-template<int side>
-class Slope
-{
-public:
- Slope() {}
-
- s32 SetupDummy(s32 x0)
- {
- if (side)
- {
- dx = -0x40000;
- x0--;
- }
- else
- {
- dx = 0;
- }
-
- this->x0 = x0;
- this->xmin = x0;
- this->xmax = x0;
-
- Increment = 0;
- XMajor = false;
-
- Interp.Setup(0, 0, 0, 0);
- Interp.SetX(0);
-
- xcov_incr = 0;
-
- return x0;
- }
-
- s32 Setup(s32 x0, s32 x1, s32 y0, s32 y1, s32 w0, s32 w1, s32 y)
- {
- this->x0 = x0;
- this->y = y;
-
- if (x1 > x0)
- {
- this->xmin = x0;
- this->xmax = x1-1;
- this->Negative = false;
- }
- else if (x1 < x0)
- {
- this->xmin = x1;
- this->xmax = x0-1;
- this->Negative = true;
- }
- else
- {
- this->xmin = x0;
- if (side) this->xmin--;
- this->xmax = this->xmin;
- this->Negative = false;
- }
-
- xlen = xmax+1 - xmin;
- ylen = y1 - y0;
-
- // slope increment has a 18-bit fractional part
- // note: for some reason, x/y isn't calculated directly,
- // instead, 1/y is calculated and then multiplied by x
- // TODO: this is still not perfect (see for example x=169 y=33)
- if (ylen == 0)
- Increment = 0;
- else if (ylen == xlen)
- Increment = 0x40000;
- else
- {
- s32 yrecip = (1<<18) / ylen;
- Increment = (x1-x0) * yrecip;
- if (Increment < 0) Increment = -Increment;
- }
-
- XMajor = (Increment > 0x40000);
-
- if (side)
- {
- // right
-
- if (XMajor) dx = Negative ? (0x20000 + 0x40000) : (Increment - 0x20000);
- else if (Increment != 0) dx = Negative ? 0x40000 : 0;
- else dx = -0x40000;
- }
- else
- {
- // left
-
- if (XMajor) dx = Negative ? ((Increment - 0x20000) + 0x40000) : 0x20000;
- else if (Increment != 0) dx = Negative ? 0x40000 : 0;
- else dx = 0;
- }
-
- dx += (y - y0) * Increment;
-
- s32 x = XVal();
-
- if (XMajor)
- {
- if (side) Interp.Setup(x0-1, x1-1, w0, w1); // checkme
- else Interp.Setup(x0, x1, w0, w1);
- Interp.SetX(x);
-
- // used for calculating AA coverage
- xcov_incr = (ylen << 10) / xlen;
- }
- else
- {
- Interp.Setup(y0, y1, w0, w1);
- Interp.SetX(y);
- }
-
- return x;
- }
-
- s32 Step()
- {
- dx += Increment;
- y++;
-
- s32 x = XVal();
- if (XMajor)
- {
- Interp.SetX(x);
- }
- else
- {
- Interp.SetX(y);
- }
- return x;
- }
-
- s32 XVal()
- {
- s32 ret;
- if (Negative) ret = x0 - (dx >> 18);
- else ret = x0 + (dx >> 18);
-
- if (ret < xmin) ret = xmin;
- else if (ret > xmax) ret = xmax;
- return ret;
- }
-
- void EdgeParams_XMajor(s32* length, s32* coverage)
- {
- if (side ^ Negative)
- *length = (dx >> 18) - ((dx-Increment) >> 18);
- else
- *length = ((dx+Increment) >> 18) - (dx >> 18);
-
- // for X-major edges, we return the coverage
- // for the first pixel, and the increment for
- // further pixels on the same scanline
- s32 startx = dx >> 18;
- if (Negative) startx = xlen - startx;
- if (side) startx = startx - *length + 1;
-
- s32 startcov = (((startx << 10) + 0x1FF) * ylen) / xlen;
- *coverage = (1<<31) | ((startcov & 0x3FF) << 12) | (xcov_incr & 0x3FF);
- }
-
- void EdgeParams_YMajor(s32* length, s32* coverage)
- {
- *length = 1;
-
- if (Increment == 0)
- {
- *coverage = 31;
- }
- else
- {
- s32 cov = ((dx >> 9) + (Increment >> 10)) >> 4;
- if ((cov >> 5) != (dx >> 18)) cov = 31;
- cov &= 0x1F;
- if (!(side ^ Negative)) cov = 0x1F - cov;
-
- *coverage = cov;
- }
- }
-
- void EdgeParams(s32* length, s32* coverage)
- {
- if (XMajor)
- return EdgeParams_XMajor(length, coverage);
- else
- return EdgeParams_YMajor(length, coverage);
- }
-
- s32 Increment;
- bool Negative;
- bool XMajor;
- Interpolator<1> Interp;
-
-private:
- s32 x0, xmin, xmax;
- s32 xlen, ylen;
- s32 dx;
- s32 y;
-
- s32 xcov_incr;
- s32 ycoverage, ycov_incr;
-};
-
-struct RendererPolygon
-{
- Polygon* PolyData;
-
- Slope<0> SlopeL;
- Slope<1> SlopeR;
- s32 XL, XR;
- u32 CurVL, CurVR;
- u32 NextVL, NextVR;
-
-};
-
-RendererPolygon PolygonList[2048];
-
-template <typename T>
-inline T ReadVRAM_Texture(u32 addr)
-{
- return *(T*)&GPU::VRAMFlat_Texture[addr & 0x7FFFF];
-}
-template <typename T>
-inline T ReadVRAM_TexPal(u32 addr)
-{
- return *(T*)&GPU::VRAMFlat_TexPal[addr & 0x1FFFF];
-}
-
-void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha)
+void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha)
{
u32 vramaddr = (texparam & 0xFFFF) << 3;
@@ -873,7 +425,7 @@ u32 AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha)
return srcR | (srcG << 8) | (srcB << 16) | (dstalpha << 24);
}
-u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t)
+u32 SoftRenderer::RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t)
{
u8 r, g, b, a;
@@ -981,7 +533,7 @@ u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t)
return r | (g << 8) | (b << 16) | (a << 24);
}
-void PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow)
+void SoftRenderer::PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow)
{
u32 dstattr = AttrBuffer[pixeladdr];
u32 attr = (polyattr & 0xE0F0) | ((polyattr >> 8) & 0xFF0000) | (1<<22) | (dstattr & 0xFF001F0F);
@@ -1020,7 +572,7 @@ void PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 sha
AttrBuffer[pixeladdr] = attr;
}
-void SetupPolygonLeftEdge(RendererPolygon* rp, s32 y)
+void SoftRenderer::SetupPolygonLeftEdge(SoftRenderer::RendererPolygon* rp, s32 y)
{
Polygon* polygon = rp->PolyData;
@@ -1047,7 +599,7 @@ void SetupPolygonLeftEdge(RendererPolygon* rp, s32 y)
polygon->FinalW[rp->CurVL], polygon->FinalW[rp->NextVL], y);
}
-void SetupPolygonRightEdge(RendererPolygon* rp, s32 y)
+void SoftRenderer::SetupPolygonRightEdge(SoftRenderer::RendererPolygon* rp, s32 y)
{
Polygon* polygon = rp->PolyData;
@@ -1074,7 +626,7 @@ void SetupPolygonRightEdge(RendererPolygon* rp, s32 y)
polygon->FinalW[rp->CurVR], polygon->FinalW[rp->NextVR], y);
}
-void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
+void SoftRenderer::SetupPolygon(SoftRenderer::RendererPolygon* rp, Polygon* polygon)
{
u32 nverts = polygon->NumVertices;
@@ -1127,7 +679,7 @@ void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
}
}
-void RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
+void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
{
Polygon* polygon = rp->PolyData;
@@ -1340,7 +892,7 @@ void RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
rp->XR = rp->SlopeR.Step();
}
-void RenderPolygonScanline(RendererPolygon* rp, s32 y)
+void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
{
Polygon* polygon = rp->PolyData;
@@ -1755,7 +1307,7 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
rp->XR = rp->SlopeR.Step();
}
-void RenderScanline(s32 y, int npolys)
+void SoftRenderer::RenderScanline(s32 y, int npolys)
{
for (int i = 0; i < npolys; i++)
{
@@ -1772,8 +1324,7 @@ void RenderScanline(s32 y, int npolys)
}
}
-
-u32 CalculateFogDensity(u32 pixeladdr)
+u32 SoftRenderer::CalculateFogDensity(u32 pixeladdr)
{
u32 z = DepthBuffer[pixeladdr];
u32 densityid, densityfrac;
@@ -1812,7 +1363,7 @@ u32 CalculateFogDensity(u32 pixeladdr)
return density;
}
-void ScanlineFinalPass(s32 y)
+void SoftRenderer::ScanlineFinalPass(s32 y)
{
// to consider:
// clearing all polygon fog flags if the master flag isn't set?
@@ -1981,7 +1532,7 @@ void ScanlineFinalPass(s32 y)
}
}
-void ClearBuffers()
+void SoftRenderer::ClearBuffers()
{
u32 clearz = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
u32 polyid = RenderClearAttr1 & 0x3F000000; // this sets the opaque polygonID
@@ -2055,7 +1606,7 @@ void ClearBuffers()
u32 a = (RenderClearAttr1 >> 16) & 0x1F;
u32 color = r | (g << 8) | (b << 16) | (a << 24);
- polyid |= (RenderClearAttr1 & 0x8000);
+ polyid |= (RenderClearAttr1 & 0x8000);
for (int y = 0; y < ScanlineWidth*192; y+=ScanlineWidth)
{
@@ -2070,7 +1621,7 @@ void ClearBuffers()
}
}
-void RenderPolygons(bool threaded, Polygon** polygons, int npolys)
+void SoftRenderer::RenderPolygons(bool threaded, Polygon** polygons, int npolys)
{
int j = 0;
for (int i = 0; i < npolys; i++)
@@ -2096,13 +1647,13 @@ void RenderPolygons(bool threaded, Polygon** polygons, int npolys)
Platform::Semaphore_Post(Sema_ScanlineCount);
}
-void VCount144()
+void SoftRenderer::VCount144()
{
if (RenderThreadRunning)
Platform::Semaphore_Wait(Sema_RenderDone);
}
-void RenderFrame()
+void SoftRenderer::RenderFrame()
{
auto textureDirty = GPU::VRAMDirty_Texture.DeriveState(GPU::VRAMMap_Texture);
auto texPalDirty = GPU::VRAMDirty_TexPal.DeriveState(GPU::VRAMMap_TexPal);
@@ -2123,7 +1674,12 @@ void RenderFrame()
}
}
-void RenderThreadFunc()
+void SoftRenderer::RestartFrame()
+{
+ SetupRenderThread();
+}
+
+void SoftRenderer::RenderThreadFunc()
{
for (;;)
{
@@ -2146,7 +1702,7 @@ void RenderThreadFunc()
}
}
-u32* GetLine(int line)
+u32* SoftRenderer::GetLine(int line)
{
if (RenderThreadRunning)
{
@@ -2158,4 +1714,3 @@ u32* GetLine(int line)
}
}
-}
diff --git a/src/GPU3D_Soft.h b/src/GPU3D_Soft.h
new file mode 100644
index 0000000..851b7c1
--- /dev/null
+++ b/src/GPU3D_Soft.h
@@ -0,0 +1,516 @@
+/*
+ Copyright 2016-2020 Arisotura
+
+ This file is part of melonDS.
+
+ melonDS is free software: you can redistribute it and/or modify it under
+ the terms of the GNU General Public License as published by the Free
+ Software Foundation, either version 3 of the License, or (at your option)
+ any later version.
+
+ melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
+ WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License along
+ with melonDS. If not, see http://www.gnu.org/licenses/.
+*/
+
+#pragma once
+
+#include "GPU3D.h"
+#include "Platform.h"
+#include <thread>
+
+namespace GPU3D
+{
+class SoftRenderer : public Renderer3D
+{
+public:
+ SoftRenderer();
+ virtual ~SoftRenderer() override {};
+ virtual bool Init() override;
+ virtual void DeInit() override;
+ virtual void Reset() override;
+
+ virtual void SetRenderSettings(GPU::RenderSettings& settings) override;
+
+ virtual void VCount144() override;
+ virtual void RenderFrame() override;
+ virtual void RestartFrame() override;
+ virtual u32* GetLine(int line) override;
+
+ void SetupRenderThread();
+ void StopRenderThread();
+private:
+ // Notes on the interpolator:
+ //
+ // This is a theory on how the DS hardware interpolates values. It matches hardware output
+ // in the tests I did, but the hardware may be doing it differently. You never know.
+ //
+ // Assuming you want to perspective-correctly interpolate a variable named A across two points
+ // in a typical rasterizer, you would calculate A/W and 1/W at each point, interpolate linearly,
+ // then divide A/W by 1/W to recover the correct A value.
+ //
+ // The DS GPU approximates interpolation by calculating a perspective-correct interpolation
+ // between 0 and 1, then using the result as a factor to linearly interpolate the actual
+ // vertex attributes. The factor has 9 bits of precision when interpolating along Y and
+ // 8 bits along X.
+ //
+ // There's a special path for when the two W values are equal: it directly does linear
+ // interpolation, avoiding precision loss from the aforementioned approximation.
+ // Which is desirable when using the GPU to draw 2D graphics.
+
+ template<int dir>
+ class Interpolator
+ {
+ public:
+ Interpolator() {}
+ Interpolator(s32 x0, s32 x1, s32 w0, s32 w1)
+ {
+ Setup(x0, x1, w0, w1);
+ }
+
+ void Setup(s32 x0, s32 x1, s32 w0, s32 w1)
+ {
+ this->x0 = x0;
+ this->x1 = x1;
+ this->xdiff = x1 - x0;
+
+ // calculate reciprocals for linear mode and Z interpolation
+ // TODO eventually: use a faster reciprocal function?
+ if (this->xdiff != 0)
+ this->xrecip = (1<<30) / this->xdiff;
+ else
+ this->xrecip = 0;
+ this->xrecip_z = this->xrecip >> 8;
+
+ // linear mode is used if both W values are equal and have
+ // low-order bits cleared (0-6 along X, 1-6 along Y)
+ u32 mask = dir ? 0x7E : 0x7F;
+ if ((w0 == w1) && !(w0 & mask) && !(w1 & mask))
+ this->linear = true;
+ else
+ this->linear = false;
+
+ if (dir)
+ {
+ // along Y
+
+ if ((w0 & 0x1) && !(w1 & 0x1))
+ {
+ this->w0n = w0 - 1;
+ this->w0d = w0 + 1;
+ this->w1d = w1;
+ }
+ else
+ {
+ this->w0n = w0 & 0xFFFE;
+ this->w0d = w0 & 0xFFFE;
+ this->w1d = w1 & 0xFFFE;
+ }
+
+ this->shift = 9;
+ }
+ else
+ {
+ // along X
+
+ this->w0n = w0;
+ this->w0d = w0;
+ this->w1d = w1;
+
+ this->shift = 8;
+ }
+ }
+
+ void SetX(s32 x)
+ {
+ x -= x0;
+ this->x = x;
+ if (xdiff != 0 && !linear)
+ {
+ s64 num = ((s64)x * w0n) << shift;
+ s32 den = (x * w0d) + ((xdiff-x) * w1d);
+
+ // this seems to be a proper division on hardware :/
+ // I haven't been able to find cases that produce imperfect output
+ if (den == 0) yfactor = 0;
+ else yfactor = (s32)(num / den);
+ }
+ }
+
+ s32 Interpolate(s32 y0, s32 y1)
+ {
+ if (xdiff == 0 || y0 == y1) return y0;
+
+ if (!linear)
+ {
+ // perspective-correct approx. interpolation
+ if (y0 < y1)
+ return y0 + (((y1-y0) * yfactor) >> shift);
+ else
+ return y1 + (((y0-y1) * ((1<<shift)-yfactor)) >> shift);
+ }
+ else
+ {
+ // linear interpolation
+ // checkme: the rounding bias there (3<<24) is a guess
+ if (y0 < y1)
+ return y0 + ((((s64)(y1-y0) * x * xrecip) + (3<<24)) >> 30);
+ else
+ return y1 + ((((s64)(y0-y1) * (xdiff-x) * xrecip) + (3<<24)) >> 30);
+ }
+ }
+
+ s32 InterpolateZ(s32 z0, s32 z1, bool wbuffer)
+ {
+ if (xdiff == 0 || z0 == z1) return z0;
+
+ if (wbuffer)
+ {
+ // W-buffering: perspective-correct approx. interpolation
+ if (z0 < z1)
+ return z0 + (((s64)(z1-z0) * yfactor) >> shift);
+ else
+ return z1 + (((s64)(z0-z1) * ((1<<shift)-yfactor)) >> shift);
+ }
+ else
+ {
+ // Z-buffering: linear interpolation
+ // still doesn't quite match hardware...
+ s32 base, disp, factor;
+
+ if (z0 < z1)
+ {
+ base = z0;
+ disp = z1 - z0;
+ factor = x;
+ }
+ else
+ {
+ base = z1;
+ disp = z0 - z1,
+ factor = xdiff - x;
+ }
+
+ if (dir)
+ {
+ int shift = 0;
+ while (disp > 0x3FF)
+ {
+ disp >>= 1;
+ shift++;
+ }
+
+ return base + ((((s64)disp * factor * xrecip_z) >> 22) << shift);
+ }
+ else
+ {
+ disp >>= 9;
+ return base + (((s64)disp * factor * xrecip_z) >> 13);
+ }
+ }
+ }
+
+ private:
+ s32 x0, x1, xdiff, x;
+
+ int shift;
+ bool linear;
+
+ s32 xrecip, xrecip_z;
+ s32 w0n, w0d, w1d;
+
+ u32 yfactor;
+ };
+
+
+ template<int side>
+ class Slope
+ {
+ public:
+ Slope() {}
+
+ s32 SetupDummy(s32 x0)
+ {
+ if (side)
+ {
+ dx = -0x40000;
+ x0--;
+ }
+ else
+ {
+ dx = 0;
+ }
+
+ this->x0 = x0;
+ this->xmin = x0;
+ this->xmax = x0;
+
+ Increment = 0;
+ XMajor = false;
+
+ Interp.Setup(0, 0, 0, 0);
+ Interp.SetX(0);
+
+ xcov_incr = 0;
+
+ return x0;
+ }
+
+ s32 Setup(s32 x0, s32 x1, s32 y0, s32 y1, s32 w0, s32 w1, s32 y)
+ {
+ this->x0 = x0;
+ this->y = y;
+
+ if (x1 > x0)
+ {
+ this->xmin = x0;
+ this->xmax = x1-1;
+ this->Negative = false;
+ }
+ else if (x1 < x0)
+ {
+ this->xmin = x1;
+ this->xmax = x0-1;
+ this->Negative = true;
+ }
+ else
+ {
+ this->xmin = x0;
+ if (side) this->xmin--;
+ this->xmax = this->xmin;
+ this->Negative = false;
+ }
+
+ xlen = xmax+1 - xmin;
+ ylen = y1 - y0;
+
+ // slope increment has a 18-bit fractional part
+ // note: for some reason, x/y isn't calculated directly,
+ // instead, 1/y is calculated and then multiplied by x
+ // TODO: this is still not perfect (see for example x=169 y=33)
+ if (ylen == 0)
+ Increment = 0;
+ else if (ylen == xlen)
+ Increment = 0x40000;
+ else
+ {
+ s32 yrecip = (1<<18) / ylen;
+ Increment = (x1-x0) * yrecip;
+ if (Increment < 0) Increment = -Increment;
+ }
+
+ XMajor = (Increment > 0x40000);
+
+ if (side)
+ {
+ // right
+
+ if (XMajor) dx = Negative ? (0x20000 + 0x40000) : (Increment - 0x20000);
+ else if (Increment != 0) dx = Negative ? 0x40000 : 0;
+ else dx = -0x40000;
+ }
+ else
+ {
+ // left
+
+ if (XMajor) dx = Negative ? ((Increment - 0x20000) + 0x40000) : 0x20000;
+ else if (Increment != 0) dx = Negative ? 0x40000 : 0;
+ else dx = 0;
+ }
+
+ dx += (y - y0) * Increment;
+
+ s32 x = XVal();
+
+ if (XMajor)
+ {
+ if (side) Interp.Setup(x0-1, x1-1, w0, w1); // checkme
+ else Interp.Setup(x0, x1, w0, w1);
+ Interp.SetX(x);
+
+ // used for calculating AA coverage
+ xcov_incr = (ylen << 10) / xlen;
+ }
+ else
+ {
+ Interp.Setup(y0, y1, w0, w1);
+ Interp.SetX(y);
+ }
+
+ return x;
+ }
+
+ s32 Step()
+ {
+ dx += Increment;
+ y++;
+
+ s32 x = XVal();
+ if (XMajor)
+ {
+ Interp.SetX(x);
+ }
+ else
+ {
+ Interp.SetX(y);
+ }
+ return x;
+ }
+
+ s32 XVal()
+ {
+ s32 ret;
+ if (Negative) ret = x0 - (dx >> 18);
+ else ret = x0 + (dx >> 18);
+
+ if (ret < xmin) ret = xmin;
+ else if (ret > xmax) ret = xmax;
+ return ret;
+ }
+
+ void EdgeParams_XMajor(s32* length, s32* coverage)
+ {
+ if (side ^ Negative)
+ *length = (dx >> 18) - ((dx-Increment) >> 18);
+ else
+ *length = ((dx+Increment) >> 18) - (dx >> 18);
+
+ // for X-major edges, we return the coverage
+ // for the first pixel, and the increment for
+ // further pixels on the same scanline
+ s32 startx = dx >> 18;
+ if (Negative) startx = xlen - startx;
+ if (side) startx = startx - *length + 1;
+
+ s32 startcov = (((startx << 10) + 0x1FF) * ylen) / xlen;
+ *coverage = (1<<31) | ((startcov & 0x3FF) << 12) | (xcov_incr & 0x3FF);
+ }
+
+ void EdgeParams_YMajor(s32* length, s32* coverage)
+ {
+ *length = 1;
+
+ if (Increment == 0)
+ {
+ *coverage = 31;
+ }
+ else
+ {
+ s32 cov = ((dx >> 9) + (Increment >> 10)) >> 4;
+ if ((cov >> 5) != (dx >> 18)) cov = 31;
+ cov &= 0x1F;
+ if (!(side ^ Negative)) cov = 0x1F - cov;
+
+ *coverage = cov;
+ }
+ }
+
+ void EdgeParams(s32* length, s32* coverage)
+ {
+ if (XMajor)
+ return EdgeParams_XMajor(length, coverage);
+ else
+ return EdgeParams_YMajor(length, coverage);
+ }
+
+ s32 Increment;
+ bool Negative;
+ bool XMajor;
+ Interpolator<1> Interp;
+
+ private:
+ s32 x0, xmin, xmax;
+ s32 xlen, ylen;
+ s32 dx;
+ s32 y;
+
+ s32 xcov_incr;
+ s32 ycoverage, ycov_incr;
+ };
+
+ template <typename T>
+ inline T ReadVRAM_Texture(u32 addr)
+ {
+ return *(T*)&GPU::VRAMFlat_Texture[addr & 0x7FFFF];
+ }
+ template <typename T>
+ inline T ReadVRAM_TexPal(u32 addr)
+ {
+ return *(T*)&GPU::VRAMFlat_TexPal[addr & 0x1FFFF];
+ }
+
+ struct RendererPolygon
+ {
+ Polygon* PolyData;
+
+ Slope<0> SlopeL;
+ Slope<1> SlopeR;
+ s32 XL, XR;
+ u32 CurVL, CurVR;
+ u32 NextVL, NextVR;
+
+ };
+
+ RendererPolygon PolygonList[2048];
+ void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha);
+ u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t);
+ void PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow);
+ void SetupPolygonLeftEdge(RendererPolygon* rp, s32 y);
+ void SetupPolygonRightEdge(RendererPolygon* rp, s32 y);
+ void SetupPolygon(RendererPolygon* rp, Polygon* polygon);
+ void RenderShadowMaskScanline(RendererPolygon* rp, s32 y);
+ void RenderPolygonScanline(RendererPolygon* rp, s32 y);
+ void RenderScanline(s32 y, int npolys);
+ u32 CalculateFogDensity(u32 pixeladdr);
+ void ScanlineFinalPass(s32 y);
+ void ClearBuffers();
+ void RenderPolygons(bool threaded, Polygon** polygons, int npolys);
+
+ void RenderThreadFunc();
+
+ // buffer dimensions are 258x194 to add a offscreen 1px border
+ // which simplifies edge marking tests
+ // buffer is duplicated to keep track of the two topmost pixels
+ // TODO: check if the hardware can accidentally plot pixels
+ // offscreen in that border
+
+ static constexpr int ScanlineWidth = 258;
+ static constexpr int NumScanlines = 194;
+ static constexpr int BufferSize = ScanlineWidth * NumScanlines;
+ static constexpr int FirstPixelOffset = ScanlineWidth + 1;
+
+ u32 ColorBuffer[BufferSize * 2];
+ u32 DepthBuffer[BufferSize * 2];
+ u32 AttrBuffer[BufferSize * 2];
+
+ // attribute buffer:
+ // bit0-3: edge flags (left/right/top/bottom)
+ // bit4: backfacing flag
+ // bit8-12: antialiasing alpha
+ // bit15: fog enable
+ // bit16-21: polygon ID for translucent pixels
+ // bit22: translucent flag
+ // bit24-29: polygon ID for opaque pixels
+
+ u8 StencilBuffer[256*2];
+ bool PrevIsShadowMask;
+
+ bool Enabled;
+
+ bool FrameIdentical;
+
+ // threading
+
+ bool Threaded;
+ // Platform::Thread* RenderThread;
+ std::thread RenderThread;
+ bool RenderThreadRunning;
+ bool RenderThreadRendering;
+ Platform::Semaphore* Sema_RenderStart;
+ Platform::Semaphore* Sema_RenderDone;
+ Platform::Semaphore* Sema_ScanlineCount;
+};
+} \ No newline at end of file
diff --git a/src/GPU_OpenGL.cpp b/src/GPU_OpenGL.cpp
index 8f2d5a1..c02d955 100644
--- a/src/GPU_OpenGL.cpp
+++ b/src/GPU_OpenGL.cpp
@@ -16,8 +16,11 @@
with melonDS. If not, see http://www.gnu.org/licenses/.
*/
-#include <stdio.h>
-#include <string.h>
+#include "GPU_OpenGL.h"
+
+#include <cstdio>
+#include <cstring>
+
#include "NDS.h"
#include "GPU.h"
#include "Config.h"
@@ -26,34 +29,10 @@
namespace GPU
{
-namespace GLCompositor
-{
using namespace OpenGL;
-int Scale;
-int ScreenH, ScreenW;
-
-GLuint CompShader[1][3];
-GLuint CompScaleLoc[1];
-GLuint Comp3DXPosLoc[1];
-
-GLuint CompVertexBufferID;
-GLuint CompVertexArrayID;
-
-struct CompVertex
-{
- float Position[2];
- float Texcoord[2];
-};
-CompVertex CompVertices[2 * 3*2];
-
-GLuint CompScreenInputTex;
-GLuint CompScreenOutputTex[2];
-GLuint CompScreenOutputFB[2];
-
-
-bool Init()
+bool GLCompositor::Init()
{
if (!OpenGL::BuildShaderProgram(kCompositorVS, kCompositorFS_Nearest, CompShader[0], "CompositorShader"))
//if (!OpenGL::BuildShaderProgram(kCompositorVS, kCompositorFS_Linear, CompShader[0], "CompositorShader"))
@@ -144,7 +123,7 @@ bool Init()
return true;
}
-void DeInit()
+void GLCompositor::DeInit()
{
glDeleteFramebuffers(2, CompScreenOutputFB);
glDeleteTextures(1, &CompScreenInputTex);
@@ -157,12 +136,12 @@ void DeInit()
OpenGL::DeleteShaderProgram(CompShader[i]);
}
-void Reset()
+void GLCompositor::Reset()
{
}
-void SetRenderSettings(RenderSettings& settings)
+void GLCompositor::SetRenderSettings(RenderSettings& settings)
{
int scale = settings.GL_ScaleFactor;
@@ -188,7 +167,7 @@ void SetRenderSettings(RenderSettings& settings)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
-void Stop()
+void GLCompositor::Stop()
{
for (int i = 0; i < 2; i++)
{
@@ -202,7 +181,7 @@ void Stop()
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
-void RenderFrame()
+void GLCompositor::RenderFrame()
{
int frontbuf = GPU::FrontBuffer;
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
@@ -236,17 +215,16 @@ void RenderFrame()
}
glActiveTexture(GL_TEXTURE1);
- GPU3D::GLRenderer::SetupAccelFrame();
+ reinterpret_cast<GPU3D::GLRenderer*>(GPU3D::CurrentRenderer.get())->SetupAccelFrame();
glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
glBindVertexArray(CompVertexArrayID);
glDrawArrays(GL_TRIANGLES, 0, 4*3);
}
-void BindOutputTexture(int buf)
+void GLCompositor::BindOutputTexture(int buf)
{
glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex[buf]);
}
}
-}
diff --git a/src/GPU_OpenGL.h b/src/GPU_OpenGL.h
new file mode 100644
index 0000000..1fcb08f
--- /dev/null
+++ b/src/GPU_OpenGL.h
@@ -0,0 +1,68 @@
+/*
+ Copyright 2016-2020 Arisotura
+
+ This file is part of melonDS.
+
+ melonDS is free software: you can redistribute it and/or modify it under
+ the terms of the GNU General Public License as published by the Free
+ Software Foundation, either version 3 of the License, or (at your option)
+ any later version.
+
+ melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
+ WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License along
+ with melonDS. If not, see http://www.gnu.org/licenses/.
+*/
+
+#pragma once
+
+#include "OpenGLSupport.h"
+
+namespace GPU
+{
+
+struct RenderSettings;
+
+class GLCompositor
+{
+public:
+ GLCompositor() = default;
+ GLCompositor(const GLCompositor&) = delete;
+ GLCompositor& operator=(const GLCompositor&) = delete;
+
+ bool Init();
+ void DeInit();
+ void Reset();
+
+ void SetRenderSettings(RenderSettings& settings);
+
+ void Stop();
+ void RenderFrame();
+ void BindOutputTexture(int buf);
+private:
+
+ int Scale;
+ int ScreenH, ScreenW;
+
+ GLuint CompShader[1][3];
+ GLuint CompScaleLoc[1];
+ GLuint Comp3DXPosLoc[1];
+
+ GLuint CompVertexBufferID;
+ GLuint CompVertexArrayID;
+
+ struct CompVertex
+ {
+ float Position[2];
+ float Texcoord[2];
+ };
+ CompVertex CompVertices[2 * 3*2];
+
+ GLuint CompScreenInputTex;
+ GLuint CompScreenOutputTex[2];
+ GLuint CompScreenOutputFB[2];
+};
+
+} \ No newline at end of file
diff --git a/src/NDS.cpp b/src/NDS.cpp
index 7c0ecea..6c41cb5 100644
--- a/src/NDS.cpp
+++ b/src/NDS.cpp
@@ -1564,7 +1564,7 @@ void RunTimer(u32 tid, s32 cycles)
void RunTimers(u32 cpu)
{
- register u32 timermask = TimerCheckMask[cpu];
+ u32 timermask = TimerCheckMask[cpu];
s32 cycles;
if (cpu == 0)
diff --git a/src/frontend/qt_sdl/main.cpp b/src/frontend/qt_sdl/main.cpp
index 5aa4959..460457c 100644
--- a/src/frontend/qt_sdl/main.cpp
+++ b/src/frontend/qt_sdl/main.cpp
@@ -1013,7 +1013,7 @@ void ScreenPanelGL::paintGL()
if (GPU::Renderer != 0)
{
// hardware-accelerated render
- GPU::GLCompositor::BindOutputTexture(frontbuf);
+ GPU::CurGLCompositor->BindOutputTexture(frontbuf);
}
else
#endif
@@ -2536,9 +2536,15 @@ int main(int argc, char** argv)
Config::Load();
-#define SANITIZE(var, min, max) { if (var < min) var = min; else if (var > max) var = max; }
+#define SANITIZE(var, min, max) { var = std::clamp(var, min, max); }
SANITIZE(Config::ConsoleType, 0, 1);
- SANITIZE(Config::_3DRenderer, 0, 1);
+ SANITIZE(Config::_3DRenderer,
+ 0,
+ 0 // Minimum, Software renderer
+ #ifdef OGLRENDERER_ENABLED
+ + 1 // OpenGL Renderer
+ #endif
+ );
SANITIZE(Config::ScreenVSyncInterval, 1, 20);
SANITIZE(Config::GL_ScaleFactor, 1, 16);
SANITIZE(Config::AudioVolume, 0, 256);