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-rw-r--r--src/GPU.cpp33
-rw-r--r--src/GPU3D.cpp5
-rw-r--r--src/GPU3D.h5
-rw-r--r--src/GPU3D_OpenGL43.cpp104
-rw-r--r--src/GPU3D_Soft.cpp5
-rw-r--r--src/libui_sdl/main.cpp1
6 files changed, 111 insertions, 42 deletions
diff --git a/src/GPU.cpp b/src/GPU.cpp
index 636c430..a904a90 100644
--- a/src/GPU.cpp
+++ b/src/GPU.cpp
@@ -92,6 +92,11 @@ bool Init()
//SetFramebufferScale(1);
SetFramebufferScale(1, 1);
+ memset(Framebuffer[0][0], 0, (256*192)<<(FBScale[0]*2));
+ memset(Framebuffer[0][1], 0, (256*192)<<(FBScale[1]*2));
+ memset(Framebuffer[1][0], 0, (256*192)<<(FBScale[0]*2));
+ memset(Framebuffer[1][1], 0, (256*192)<<(FBScale[1]*2));
+
return true;
}
@@ -258,6 +263,19 @@ void SetFramebufferScale(int top, int bottom)
if (Framebuffer[1][0]) delete[] Framebuffer[1][0];
Framebuffer[0][0] = new u32[fbsize];
Framebuffer[1][0] = new u32[fbsize];
+
+ int backbuf = FrontBuffer ? 0 : 1;
+ if (NDS::PowerControl9 & (1<<15))
+ {
+ GPU2D_A->SetFramebuffer(Framebuffer[backbuf][0]);
+ GPU2D_A->SetScale(FBScale[0]);
+ GPU3D::SetScale(FBScale[0]);
+ }
+ else
+ {
+ GPU2D_B->SetFramebuffer(Framebuffer[backbuf][0]);
+ GPU2D_B->SetScale(FBScale[0]);
+ }
}
if (bottom != FBScale[1])
@@ -269,9 +287,20 @@ void SetFramebufferScale(int top, int bottom)
if (Framebuffer[1][1]) delete[] Framebuffer[1][1];
Framebuffer[0][1] = new u32[fbsize];
Framebuffer[1][1] = new u32[fbsize];
- }
- AssignFramebuffers();
+ int backbuf = FrontBuffer ? 0 : 1;
+ if (NDS::PowerControl9 & (1<<15))
+ {
+ GPU2D_B->SetFramebuffer(Framebuffer[backbuf][1]);
+ GPU2D_B->SetScale(FBScale[1]);
+ }
+ else
+ {
+ GPU2D_A->SetFramebuffer(Framebuffer[backbuf][1]);
+ GPU2D_A->SetScale(FBScale[1]);
+ GPU3D::SetScale(FBScale[1]);
+ }
+ }
}
diff --git a/src/GPU3D.cpp b/src/GPU3D.cpp
index 3be8ee1..8c0588d 100644
--- a/src/GPU3D.cpp
+++ b/src/GPU3D.cpp
@@ -607,6 +607,11 @@ void SetEnabled(bool geometry, bool rendering)
if (!rendering) ResetRenderingState();
}
+void SetScale(int scale)
+{
+ GLRenderer43::SetScale(scale);
+}
+
void MatrixLoadIdentity(s32* m)
diff --git a/src/GPU3D.h b/src/GPU3D.h
index 53712ad..68bc696 100644
--- a/src/GPU3D.h
+++ b/src/GPU3D.h
@@ -97,6 +97,7 @@ void Reset();
void DoSavestate(Savestate* file);
void SetEnabled(bool geometry, bool rendering);
+void SetScale(int scale);
void ExecuteCommand();
@@ -126,6 +127,8 @@ bool Init();
void DeInit();
void Reset();
+void SetScale(int scale);
+
void SetupRenderThread();
void VCount144();
@@ -141,6 +144,8 @@ bool Init();
void DeInit();
void Reset();
+void SetScale(int scale);
+
void VCount144();
void RenderFrame();
u32* GetLine(int line);
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];
}
}
diff --git a/src/GPU3D_Soft.cpp b/src/GPU3D_Soft.cpp
index 932b5d4..ac5cd93 100644
--- a/src/GPU3D_Soft.cpp
+++ b/src/GPU3D_Soft.cpp
@@ -138,6 +138,11 @@ void Reset()
SetupRenderThread();
}
+void SetScale(int scale)
+{
+ printf("SOFT RENDERER SCALE FACTOR: TODO!!!\n");
+}
+
// Notes on the interpolator:
diff --git a/src/libui_sdl/main.cpp b/src/libui_sdl/main.cpp
index ab7ed33..2853a90 100644
--- a/src/libui_sdl/main.cpp
+++ b/src/libui_sdl/main.cpp
@@ -642,6 +642,7 @@ void OnAreaDraw(uiAreaHandler* handler, uiArea* area, uiAreaDrawParams* params)
}
if (!ScreenBitmap[0] || !ScreenBitmap[1]) return;
+ if (!GPU::Framebuffer[0][0]) return;
uiRect top = {0, 0, 256*ScreenScale, 192*ScreenScale};
uiRect bot = {0, 0, 256*ScreenScale, 192*ScreenScale};