Refactor the GPU to be object-oriented (#1873)

* Refactor GPU3D to be an object

- Who has two thumbs and is the sworn enemy of global state? This guy!

* Refactor GPU itself to be an object

- Wow, it's used in a lot of places
- Also introduce a new `Melon` namespace for a few classes
- I expect other classes will be moved into `Melon` over time

* Change signature of Renderer3D::SetRenderSettings

- Make it noexcept, and its argument const

* Remove some stray whitespace
This commit is contained in:
Jesse Talavera-Greenberg
2023-11-09 15:54:51 -05:00
committed by GitHub
parent 88072a02c5
commit 4558be0d8e
25 changed files with 1513 additions and 1490 deletions

View File

@ -97,20 +97,20 @@ void SetupDefaultTexParams(GLuint tex)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
GLRenderer::GLRenderer() noexcept : Renderer3D(true)
GLRenderer::GLRenderer(Melon::GPU& gpu) noexcept : Renderer3D(true), GPU(gpu)
{
// GLRenderer::New() will be used to actually initialize the renderer;
// The various glDelete* functions silently ignore invalid IDs,
// so we can just let the destructor clean up a half-initialized renderer.
}
std::unique_ptr<GLRenderer> GLRenderer::New() noexcept
std::unique_ptr<GLRenderer> GLRenderer::New(Melon::GPU& gpu) noexcept
{
assert(glEnable != nullptr);
// Will be returned if the initialization succeeds,
// or cleaned up via RAII if it fails.
std::unique_ptr<GLRenderer> result = std::unique_ptr<GLRenderer>(new GLRenderer());
std::unique_ptr<GLRenderer> result = std::unique_ptr<GLRenderer>(new GLRenderer(gpu));
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
@ -329,7 +329,7 @@ void GLRenderer::Reset()
{
}
void GLRenderer::SetRenderSettings(GPU::RenderSettings& settings)
void GLRenderer::SetRenderSettings(const Melon::RenderSettings& settings) noexcept
{
int scale = settings.GL_ScaleFactor;
@ -766,11 +766,11 @@ int GLRenderer::RenderPolygonEdgeBatch(int i)
void GLRenderer::RenderSceneChunk(int y, int h)
{
u32 flags = 0;
if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
if (GPU.GPU3D.RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
if (h != 192) glScissor(0, y<<ScaleFactor, 256<<ScaleFactor, h<<ScaleFactor);
GLboolean fogenable = (RenderDispCnt & (1<<7)) ? GL_TRUE : GL_FALSE;
GLboolean fogenable = (GPU.GPU3D.RenderDispCnt & (1<<7)) ? GL_TRUE : GL_FALSE;
// TODO: proper 'equal' depth test!
// (has margin of +-0x200 in Z-buffer mode, +-0xFF in W-buffer mode)
@ -842,7 +842,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
glEnable(GL_BLEND);
glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX);
if (RenderDispCnt & (1<<3))
if (GPU.GPU3D.RenderDispCnt & (1<<3))
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
else
glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ONE);
@ -854,7 +854,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
// pass 2: if needed, render translucent pixels that are against background pixels
// when background alpha is zero, those need to be rendered with blending disabled
if ((RenderClearAttr1 & 0x001F0000) == 0)
if ((GPU.GPU3D.RenderClearAttr1 & 0x001F0000) == 0)
{
glDisable(GL_BLEND);
@ -918,7 +918,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
if (rp->PolyData->IsShadow)
{
// shadow against clear-plane will only pass if its polyID matches that of the clear plane
u32 clrpolyid = (RenderClearAttr1 >> 24) & 0x3F;
u32 clrpolyid = (GPU.GPU3D.RenderClearAttr1 >> 24) & 0x3F;
if (polyid != clrpolyid) { i++; continue; }
glEnable(GL_BLEND);
@ -1066,7 +1066,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
}
}
if (RenderDispCnt & 0x00A0) // fog/edge enabled
if (GPU.GPU3D.RenderDispCnt & 0x00A0) // fog/edge enabled
{
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
@ -1088,7 +1088,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
glBindVertexArray(ClearVertexArrayID);
if (RenderDispCnt & (1<<5))
if (GPU.GPU3D.RenderDispCnt & (1<<5))
{
// edge marking
// TODO: depth/polyid values at screen edges
@ -1100,19 +1100,19 @@ void GLRenderer::RenderSceneChunk(int y, int h)
glDrawArrays(GL_TRIANGLES, 0, 2*3);
}
if (RenderDispCnt & (1<<7))
if (GPU.GPU3D.RenderDispCnt & (1<<7))
{
// fog
glUseProgram(FinalPassFogShader[2]);
if (RenderDispCnt & (1<<6))
if (GPU.GPU3D.RenderDispCnt & (1<<6))
glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA);
else
glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA);
{
u32 c = RenderFogColor;
u32 c = GPU.GPU3D.RenderFogColor;
u32 r = c & 0x1F;
u32 g = (c >> 5) & 0x1F;
u32 b = (c >> 10) & 0x1F;
@ -1136,11 +1136,11 @@ void GLRenderer::RenderFrame()
ShaderConfig.uScreenSize[0] = ScreenW;
ShaderConfig.uScreenSize[1] = ScreenH;
ShaderConfig.uDispCnt = RenderDispCnt;
ShaderConfig.uDispCnt = GPU.GPU3D.RenderDispCnt;
for (int i = 0; i < 32; i++)
{
u16 c = RenderToonTable[i];
u16 c = GPU.GPU3D.RenderToonTable[i];
u32 r = c & 0x1F;
u32 g = (c >> 5) & 0x1F;
u32 b = (c >> 10) & 0x1F;
@ -1152,7 +1152,7 @@ void GLRenderer::RenderFrame()
for (int i = 0; i < 8; i++)
{
u16 c = RenderEdgeTable[i];
u16 c = GPU.GPU3D.RenderEdgeTable[i];
u32 r = c & 0x1F;
u32 g = (c >> 5) & 0x1F;
u32 b = (c >> 10) & 0x1F;
@ -1163,7 +1163,7 @@ void GLRenderer::RenderFrame()
}
{
u32 c = RenderFogColor;
u32 c = GPU.GPU3D.RenderFogColor;
u32 r = c & 0x1F;
u32 g = (c >> 5) & 0x1F;
u32 b = (c >> 10) & 0x1F;
@ -1177,12 +1177,12 @@ void GLRenderer::RenderFrame()
for (int i = 0; i < 34; i++)
{
u8 d = RenderFogDensityTable[i];
u8 d = GPU.GPU3D.RenderFogDensityTable[i];
ShaderConfig.uFogDensity[i][0] = (float)d / 127.0;
}
ShaderConfig.uFogOffset = RenderFogOffset;
ShaderConfig.uFogShift = RenderFogShift;
ShaderConfig.uFogOffset = GPU.GPU3D.RenderFogOffset;
ShaderConfig.uFogShift = GPU.GPU3D.RenderFogShift;
glBindBuffer(GL_UNIFORM_BUFFER, ShaderConfigUBO);
void* unibuf = glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY);
@ -1195,13 +1195,13 @@ void GLRenderer::RenderFrame()
glBindTexture(GL_TEXTURE_2D, TexMemID);
for (int i = 0; i < 4; i++)
{
u32 mask = GPU::VRAMMap_Texture[i];
u32 mask = GPU.VRAMMap_Texture[i];
u8* vram;
if (!mask) continue;
else if (mask & (1<<0)) vram = GPU::VRAM_A;
else if (mask & (1<<1)) vram = GPU::VRAM_B;
else if (mask & (1<<2)) vram = GPU::VRAM_C;
else if (mask & (1<<3)) vram = GPU::VRAM_D;
else if (mask & (1<<0)) vram = GPU.VRAM_A;
else if (mask & (1<<1)) vram = GPU.VRAM_B;
else if (mask & (1<<2)) vram = GPU.VRAM_C;
else if (mask & (1<<3)) vram = GPU.VRAM_D;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*128, 1024, 128, GL_RED_INTEGER, GL_UNSIGNED_BYTE, vram);
}
@ -1211,12 +1211,12 @@ void GLRenderer::RenderFrame()
for (int i = 0; i < 6; i++)
{
// 6 x 16K chunks
u32 mask = GPU::VRAMMap_TexPal[i];
u32 mask = GPU.VRAMMap_TexPal[i];
u8* vram;
if (!mask) continue;
else if (mask & (1<<4)) vram = &GPU::VRAM_E[(i&3)*0x4000];
else if (mask & (1<<5)) vram = GPU::VRAM_F;
else if (mask & (1<<6)) vram = GPU::VRAM_G;
else if (mask & (1<<4)) vram = &GPU.VRAM_E[(i&3)*0x4000];
else if (mask & (1<<5)) vram = GPU.VRAM_F;
else if (mask & (1<<6)) vram = GPU.VRAM_G;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*8, 1024, 8, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, vram);
}
@ -1241,13 +1241,13 @@ void GLRenderer::RenderFrame()
glUseProgram(ClearShaderPlain[2]);
glDepthFunc(GL_ALWAYS);
u32 r = RenderClearAttr1 & 0x1F;
u32 g = (RenderClearAttr1 >> 5) & 0x1F;
u32 b = (RenderClearAttr1 >> 10) & 0x1F;
u32 fog = (RenderClearAttr1 >> 15) & 0x1;
u32 a = (RenderClearAttr1 >> 16) & 0x1F;
u32 polyid = (RenderClearAttr1 >> 24) & 0x3F;
u32 z = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
u32 r = GPU.GPU3D.RenderClearAttr1 & 0x1F;
u32 g = (GPU.GPU3D.RenderClearAttr1 >> 5) & 0x1F;
u32 b = (GPU.GPU3D.RenderClearAttr1 >> 10) & 0x1F;
u32 fog = (GPU.GPU3D.RenderClearAttr1 >> 15) & 0x1;
u32 a = (GPU.GPU3D.RenderClearAttr1 >> 16) & 0x1F;
u32 polyid = (GPU.GPU3D.RenderClearAttr1 >> 24) & 0x3F;
u32 z = ((GPU.GPU3D.RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
@ -1266,20 +1266,20 @@ void GLRenderer::RenderFrame()
glDrawArrays(GL_TRIANGLES, 0, 2*3);
}
if (RenderNumPolygons)
if (GPU.GPU3D.RenderNumPolygons)
{
// render shit here
u32 flags = 0;
if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
if (GPU.GPU3D.RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
int npolys = 0;
int firsttrans = -1;
for (u32 i = 0; i < RenderNumPolygons; i++)
for (u32 i = 0; i < GPU.GPU3D.RenderNumPolygons; i++)
{
if (RenderPolygonRAM[i]->Degenerate) continue;
if (GPU.GPU3D.RenderPolygonRAM[i]->Degenerate) continue;
SetupPolygon(&PolygonList[npolys], RenderPolygonRAM[i]);
if (firsttrans < 0 && RenderPolygonRAM[i]->Translucent)
SetupPolygon(&PolygonList[npolys], GPU.GPU3D.RenderPolygonRAM[i]);
if (firsttrans < 0 && GPU.GPU3D.RenderPolygonRAM[i]->Translucent)
firsttrans = npolys;
npolys++;