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synced 2025-07-21 05:09:46 -06:00
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
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@ -163,7 +163,7 @@ EmuThread* emuThread;
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int autoScreenSizing = 0;
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int videoRenderer;
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GPU::RenderSettings videoSettings;
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Melon::RenderSettings videoSettings;
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bool videoSettingsDirty;
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CameraManager* camManager[2];
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@ -340,8 +340,8 @@ void EmuThread::run()
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videoRenderer = 0;
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}
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GPU::InitRenderer(videoRenderer);
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GPU::SetRenderSettings(videoRenderer, videoSettings);
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NDS::GPU->InitRenderer(videoRenderer);
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NDS::GPU->SetRenderSettings(videoRenderer, videoSettings);
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NDS::SPU->SetInterpolation(Config::AudioInterp);
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@ -472,7 +472,7 @@ void EmuThread::run()
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videoSettings.GL_ScaleFactor = Config::GL_ScaleFactor;
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videoSettings.GL_BetterPolygons = Config::GL_BetterPolygons;
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GPU::SetRenderSettings(videoRenderer, videoSettings);
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NDS::GPU->SetRenderSettings(videoRenderer, videoSettings);
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}
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// process input and hotkeys
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@ -534,12 +534,12 @@ void EmuThread::run()
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if (!oglContext)
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{
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FrontBufferLock.lock();
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FrontBuffer = GPU::FrontBuffer;
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FrontBuffer = NDS::GPU->FrontBuffer;
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FrontBufferLock.unlock();
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}
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else
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{
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FrontBuffer = GPU::FrontBuffer;
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FrontBuffer = NDS::GPU->FrontBuffer;
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drawScreenGL();
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}
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@ -676,7 +676,7 @@ void EmuThread::run()
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EmuStatus = emuStatus_Exit;
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GPU::DeInitRenderer();
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NDS::GPU->DeInitRenderer();
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NDS::DeInit();
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//Platform::LAN_DeInit();
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}
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@ -780,10 +780,10 @@ void EmuThread::drawScreenGL()
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glActiveTexture(GL_TEXTURE0);
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#ifdef OGLRENDERER_ENABLED
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if (GPU::Renderer != 0)
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if (NDS::GPU->Renderer != 0)
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{
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// hardware-accelerated render
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GPU::CurGLCompositor->BindOutputTexture(frontbuf);
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NDS::GPU->CurGLCompositor->BindOutputTexture(frontbuf);
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}
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else
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#endif
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@ -791,12 +791,12 @@ void EmuThread::drawScreenGL()
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// regular render
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glBindTexture(GL_TEXTURE_2D, screenTexture);
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if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
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if (NDS::GPU->Framebuffer[frontbuf][0] && NDS::GPU->Framebuffer[frontbuf][1])
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{
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 192, GL_RGBA,
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
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GL_UNSIGNED_BYTE, NDS::GPU->Framebuffer[frontbuf][0]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192+2, 256, 192, GL_RGBA,
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
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GL_UNSIGNED_BYTE, NDS::GPU->Framebuffer[frontbuf][1]);
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}
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}
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@ -1082,14 +1082,14 @@ void ScreenPanelNative::paintEvent(QPaintEvent* event)
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{
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emuThread->FrontBufferLock.lock();
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int frontbuf = emuThread->FrontBuffer;
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if (!GPU::Framebuffer[frontbuf][0] || !GPU::Framebuffer[frontbuf][1])
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if (!NDS::GPU->Framebuffer[frontbuf][0] || !NDS::GPU->Framebuffer[frontbuf][1])
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{
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emuThread->FrontBufferLock.unlock();
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return;
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}
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memcpy(screen[0].scanLine(0), GPU::Framebuffer[frontbuf][0], 256 * 192 * 4);
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memcpy(screen[1].scanLine(0), GPU::Framebuffer[frontbuf][1], 256 * 192 * 4);
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memcpy(screen[0].scanLine(0), NDS::GPU->Framebuffer[frontbuf][0], 256 * 192 * 4);
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memcpy(screen[1].scanLine(0), NDS::GPU->Framebuffer[frontbuf][1], 256 * 192 * 4);
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emuThread->FrontBufferLock.unlock();
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QRect screenrc(0, 0, 256, 192);
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