Merge branch 'master' into compute-shader-renderer

# Conflicts:
#	src/GPU.cpp
#	src/GPU.h
#	src/GPU2D_Soft.cpp
#	src/GPU3D.h
#	src/GPU3D_OpenGL.h
#	src/GPU_OpenGL.cpp
#	src/GPU_OpenGL.h
#	src/NDS.cpp
#	src/OpenGLSupport.cpp
#	src/frontend/qt_sdl/OSD.cpp
#	src/frontend/qt_sdl/main.cpp
#	src/frontend/qt_sdl/main.h
This commit is contained in:
RSDuck
2024-05-12 17:06:42 +02:00
256 changed files with 27552 additions and 18641 deletions

View File

@ -1,5 +1,5 @@
/*
Copyright 2016-2022 melonDS team
Copyright 2016-2023 melonDS team
This file is part of melonDS.
@ -28,12 +28,12 @@
#include "OpenGLSupport.h"
#include "GPU_OpenGL_shaders.h"
namespace GPU
namespace melonDS
{
using namespace OpenGL;
std::unique_ptr<GLCompositor> GLCompositor::New() noexcept
std::optional<GLCompositor> GLCompositor::New() noexcept
{
assert(glBindAttribLocation != nullptr);
GLuint CompShader {};
@ -43,9 +43,9 @@ std::unique_ptr<GLCompositor> GLCompositor::New() noexcept
"CompositorShader",
{{"vPosition", 0}, {"vTexcoord", 1}},
{{"oColor", 0}}))
return nullptr;
return std::nullopt;
return std::unique_ptr<GLCompositor>(new GLCompositor(CompShader));
return { GLCompositor(CompShader) };
}
GLCompositor::GLCompositor(GLuint compShader) noexcept : CompShader(compShader)
@ -87,7 +87,7 @@ GLCompositor::GLCompositor(GLuint compShader) noexcept : CompShader(compShader)
glGenBuffers(1, &CompVertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(CompVertices), CompVertices, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(CompVertices), &CompVertices[0], GL_STATIC_DRAW);
glGenVertexArrays(1, &CompVertexArrayID);
glBindVertexArray(CompVertexArrayID);
@ -96,7 +96,7 @@ GLCompositor::GLCompositor(GLuint compShader) noexcept : CompShader(compShader)
glEnableVertexAttribArray(1); // texcoord
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(CompVertex), (void*)(offsetof(CompVertex, Texcoord)));
glGenFramebuffers(2, CompScreenOutputFB);
glGenFramebuffers(CompScreenOutputFB.size(), &CompScreenOutputFB[0]);
glGenTextures(1, &CompScreenInputTex);
glActiveTexture(GL_TEXTURE0);
@ -107,10 +107,10 @@ GLCompositor::GLCompositor(GLuint compShader) noexcept : CompShader(compShader)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 256*3 + 1, 192*2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL);
glGenTextures(2, CompScreenOutputTex);
for (int i = 0; i < 2; i++)
glGenTextures(CompScreenOutputTex.size(), &CompScreenOutputTex[0]);
for (GLuint i : CompScreenOutputTex)
{
glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex[i]);
glBindTexture(GL_TEXTURE_2D, i);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@ -124,9 +124,9 @@ GLCompositor::~GLCompositor()
{
assert(glDeleteFramebuffers != nullptr);
glDeleteFramebuffers(2, CompScreenOutputFB);
glDeleteFramebuffers(CompScreenOutputFB.size(), &CompScreenOutputFB[0]);
glDeleteTextures(1, &CompScreenInputTex);
glDeleteTextures(2, CompScreenOutputTex);
glDeleteTextures(CompScreenOutputTex.size(), &CompScreenOutputTex[0]);
glDeleteVertexArrays(1, &CompVertexArrayID);
glDeleteBuffers(1, &CompVertexBufferID);
@ -134,14 +134,75 @@ GLCompositor::~GLCompositor()
glDeleteProgram(CompShader);
}
void GLCompositor::Reset()
GLCompositor::GLCompositor(GLCompositor&& other) noexcept :
Scale(other.Scale),
ScreenH(other.ScreenH),
ScreenW(other.ScreenW),
CompScaleLoc(other.CompScaleLoc),
Comp3DXPosLoc(other.Comp3DXPosLoc),
CompVertices(other.CompVertices),
CompShader(other.CompShader),
CompVertexBufferID(other.CompVertexBufferID),
CompVertexArrayID(other.CompVertexArrayID),
CompScreenInputTex(other.CompScreenInputTex),
CompScreenOutputTex(other.CompScreenOutputTex),
CompScreenOutputFB(other.CompScreenOutputFB)
{
other.CompScreenOutputFB = {};
other.CompScreenInputTex = {};
other.CompScreenOutputTex = {};
other.CompVertexArrayID = {};
other.CompVertexBufferID = {};
other.CompShader = {};
}
GLCompositor& GLCompositor::operator=(GLCompositor&& other) noexcept
{
if (this != &other)
{
Scale = other.Scale;
ScreenH = other.ScreenH;
ScreenW = other.ScreenW;
CompScaleLoc = other.CompScaleLoc;
Comp3DXPosLoc = other.Comp3DXPosLoc;
CompVertices = other.CompVertices;
// Clean up these resources before overwriting them
OpenGL::DeleteShaderProgram(CompShader.data());
CompShader = other.CompShader;
glDeleteBuffers(1, &CompVertexBufferID);
CompVertexBufferID = other.CompVertexBufferID;
glDeleteVertexArrays(1, &CompVertexArrayID);
CompVertexArrayID = other.CompVertexArrayID;
glDeleteTextures(1, &CompScreenInputTex);
CompScreenInputTex = other.CompScreenInputTex;
glDeleteTextures(CompScreenOutputTex.size(), &CompScreenOutputTex[0]);
CompScreenOutputTex = other.CompScreenOutputTex;
glDeleteFramebuffers(CompScreenOutputFB.size(), &CompScreenOutputFB[0]);
CompScreenOutputFB = other.CompScreenOutputFB;
other.CompScreenOutputFB = {};
other.CompScreenInputTex = {};
other.CompScreenOutputTex = {};
other.CompVertexArrayID = {};
other.CompVertexBufferID = {};
other.CompShader = {};
}
return *this;
}
void GLCompositor::SetRenderSettings(RenderSettings& settings)
void GLCompositor::SetScaleFactor(int scale) noexcept
{
int scale = settings.GL_ScaleFactor;
if (scale == Scale)
return;
Scale = scale;
ScreenW = 256 * scale;
@ -165,13 +226,12 @@ void GLCompositor::SetRenderSettings(RenderSettings& settings)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void GLCompositor::Stop()
void GLCompositor::Stop(const GPU& gpu) noexcept
{
for (int i = 0; i < 2; i++)
{
int frontbuf = GPU::FrontBuffer;
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[frontbuf]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[gpu.FrontBuffer]);
glClear(GL_COLOR_BUFFER_BIT);
}
@ -179,9 +239,9 @@ void GLCompositor::Stop()
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void GLCompositor::RenderFrame()
void GLCompositor::RenderFrame(const GPU& gpu, GLRenderer& renderer) noexcept
{
int backbuf = GPU::FrontBuffer ^ 1;
int backbuf = gpu.FrontBuffer ^ 1;
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[backbuf]);
@ -199,21 +259,21 @@ void GLCompositor::RenderFrame()
glUniform1ui(CompScaleLoc, Scale);
// TODO: support setting this midframe, if ever needed
glUniform1i(Comp3DXPosLoc, ((int)GPU3D::RenderXPos << 23) >> 23);
glUniform1i(Comp3DXPosLoc, ((int)gpu.GPU3D.GetRenderXPos() << 23) >> 23);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
if (GPU::Framebuffer[backbuf][0] && GPU::Framebuffer[backbuf][1])
if (gpu.Framebuffer[backbuf][0] && gpu.Framebuffer[backbuf][1])
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[backbuf][0]);
GL_UNSIGNED_BYTE, gpu.Framebuffer[backbuf][0].get());
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[backbuf][1]);
GL_UNSIGNED_BYTE, gpu.Framebuffer[backbuf][1].get());
}
glActiveTexture(GL_TEXTURE1);
GPU3D::CurrentRenderer->SetupAccelFrame();
renderer.SetupAccelFrame();
glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
glBindVertexArray(CompVertexArrayID);