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https://github.com/melonDS-emu/melonDS.git
synced 2025-07-23 14:19:55 -06:00
Clean up the 3D renderer for enhanced flexibility (#1895)
* Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
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@ -33,13 +33,13 @@ namespace melonDS
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using namespace OpenGL;
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std::unique_ptr<GLCompositor> GLCompositor::New(melonDS::GPU& gpu) noexcept
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std::optional<GLCompositor> GLCompositor::New() noexcept
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{
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assert(glBindAttribLocation != nullptr);
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std::array<GLuint, 3> CompShader {};
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if (!OpenGL::BuildShaderProgram(kCompositorVS, kCompositorFS_Nearest, &CompShader[0], "CompositorShader"))
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return nullptr;
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return std::nullopt;
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glBindAttribLocation(CompShader[2], 0, "vPosition");
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glBindAttribLocation(CompShader[2], 1, "vTexcoord");
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@ -48,12 +48,12 @@ std::unique_ptr<GLCompositor> GLCompositor::New(melonDS::GPU& gpu) noexcept
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if (!OpenGL::LinkShaderProgram(CompShader.data()))
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// OpenGL::LinkShaderProgram already deletes the shader program object
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// if linking the shaders together failed.
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return nullptr;
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return std::nullopt;
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return std::unique_ptr<GLCompositor>(new GLCompositor(CompShader, gpu));
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return { GLCompositor(CompShader) };
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}
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GLCompositor::GLCompositor(std::array<GLuint, 3> compShader, melonDS::GPU& gpu) noexcept : CompShader(compShader), GPU(gpu)
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GLCompositor::GLCompositor(std::array<GLuint, 3> compShader) noexcept : CompShader(compShader)
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{
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CompScaleLoc = glGetUniformLocation(CompShader[2], "u3DScale");
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Comp3DXPosLoc = glGetUniformLocation(CompShader[2], "u3DXPos");
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@ -92,7 +92,7 @@ GLCompositor::GLCompositor(std::array<GLuint, 3> compShader, melonDS::GPU& gpu)
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glGenBuffers(1, &CompVertexBufferID);
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glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
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glBufferData(GL_ARRAY_BUFFER, sizeof(CompVertices), CompVertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(CompVertices), &CompVertices[0], GL_STATIC_DRAW);
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glGenVertexArrays(1, &CompVertexArrayID);
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glBindVertexArray(CompVertexArrayID);
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@ -101,7 +101,7 @@ GLCompositor::GLCompositor(std::array<GLuint, 3> compShader, melonDS::GPU& gpu)
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glEnableVertexAttribArray(1); // texcoord
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(CompVertex), (void*)(offsetof(CompVertex, Texcoord)));
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glGenFramebuffers(2, CompScreenOutputFB);
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glGenFramebuffers(CompScreenOutputFB.size(), &CompScreenOutputFB[0]);
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glGenTextures(1, &CompScreenInputTex);
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glActiveTexture(GL_TEXTURE0);
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@ -112,10 +112,10 @@ GLCompositor::GLCompositor(std::array<GLuint, 3> compShader, melonDS::GPU& gpu)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 256*3 + 1, 192*2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL);
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glGenTextures(2, CompScreenOutputTex);
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for (int i = 0; i < 2; i++)
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glGenTextures(CompScreenOutputTex.size(), &CompScreenOutputTex[0]);
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for (GLuint i : CompScreenOutputTex)
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{
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glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex[i]);
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glBindTexture(GL_TEXTURE_2D, i);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -129,9 +129,9 @@ GLCompositor::~GLCompositor()
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{
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assert(glDeleteFramebuffers != nullptr);
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glDeleteFramebuffers(2, CompScreenOutputFB);
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glDeleteFramebuffers(CompScreenOutputFB.size(), &CompScreenOutputFB[0]);
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glDeleteTextures(1, &CompScreenInputTex);
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glDeleteTextures(2, CompScreenOutputTex);
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glDeleteTextures(CompScreenOutputTex.size(), &CompScreenOutputTex[0]);
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glDeleteVertexArrays(1, &CompVertexArrayID);
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glDeleteBuffers(1, &CompVertexBufferID);
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@ -139,14 +139,75 @@ GLCompositor::~GLCompositor()
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OpenGL::DeleteShaderProgram(CompShader.data());
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}
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void GLCompositor::Reset()
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GLCompositor::GLCompositor(GLCompositor&& other) noexcept :
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Scale(other.Scale),
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ScreenH(other.ScreenH),
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ScreenW(other.ScreenW),
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CompScaleLoc(other.CompScaleLoc),
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Comp3DXPosLoc(other.Comp3DXPosLoc),
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CompVertices(other.CompVertices),
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CompShader(other.CompShader),
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CompVertexBufferID(other.CompVertexBufferID),
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CompVertexArrayID(other.CompVertexArrayID),
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CompScreenInputTex(other.CompScreenInputTex),
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CompScreenOutputTex(other.CompScreenOutputTex),
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CompScreenOutputFB(other.CompScreenOutputFB)
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{
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other.CompScreenOutputFB = {};
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other.CompScreenInputTex = {};
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other.CompScreenOutputTex = {};
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other.CompVertexArrayID = {};
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other.CompVertexBufferID = {};
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other.CompShader = {};
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}
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GLCompositor& GLCompositor::operator=(GLCompositor&& other) noexcept
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{
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if (this != &other)
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{
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Scale = other.Scale;
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ScreenH = other.ScreenH;
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ScreenW = other.ScreenW;
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CompScaleLoc = other.CompScaleLoc;
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Comp3DXPosLoc = other.Comp3DXPosLoc;
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CompVertices = other.CompVertices;
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// Clean up these resources before overwriting them
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OpenGL::DeleteShaderProgram(CompShader.data());
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CompShader = other.CompShader;
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glDeleteBuffers(1, &CompVertexBufferID);
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CompVertexBufferID = other.CompVertexBufferID;
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glDeleteVertexArrays(1, &CompVertexArrayID);
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CompVertexArrayID = other.CompVertexArrayID;
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glDeleteTextures(1, &CompScreenInputTex);
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CompScreenInputTex = other.CompScreenInputTex;
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glDeleteTextures(CompScreenOutputTex.size(), &CompScreenOutputTex[0]);
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CompScreenOutputTex = other.CompScreenOutputTex;
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glDeleteFramebuffers(CompScreenOutputFB.size(), &CompScreenOutputFB[0]);
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CompScreenOutputFB = other.CompScreenOutputFB;
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other.CompScreenOutputFB = {};
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other.CompScreenInputTex = {};
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other.CompScreenOutputTex = {};
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other.CompVertexArrayID = {};
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other.CompVertexBufferID = {};
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other.CompShader = {};
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}
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return *this;
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}
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void GLCompositor::SetRenderSettings(const RenderSettings& settings) noexcept
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void GLCompositor::SetScaleFactor(int scale) noexcept
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{
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int scale = settings.GL_ScaleFactor;
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if (scale == Scale)
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return;
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Scale = scale;
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ScreenW = 256 * scale;
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@ -170,13 +231,12 @@ void GLCompositor::SetRenderSettings(const RenderSettings& settings) noexcept
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void GLCompositor::Stop()
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void GLCompositor::Stop(const GPU& gpu) noexcept
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{
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for (int i = 0; i < 2; i++)
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{
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int frontbuf = GPU.FrontBuffer;
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[frontbuf]);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[gpu.FrontBuffer]);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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@ -184,9 +244,9 @@ void GLCompositor::Stop()
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void GLCompositor::RenderFrame()
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void GLCompositor::RenderFrame(const GPU& gpu, GLRenderer& renderer) noexcept
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{
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int frontbuf = GPU.FrontBuffer;
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int frontbuf = gpu.FrontBuffer;
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[frontbuf]);
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@ -204,21 +264,21 @@ void GLCompositor::RenderFrame()
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glUniform1ui(CompScaleLoc, Scale);
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// TODO: support setting this midframe, if ever needed
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glUniform1i(Comp3DXPosLoc, ((int)GPU.GPU3D.GetRenderXPos() << 23) >> 23);
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glUniform1i(Comp3DXPosLoc, ((int)gpu.GPU3D.GetRenderXPos() << 23) >> 23);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
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if (GPU.Framebuffer[frontbuf][0] && GPU.Framebuffer[frontbuf][1])
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if (gpu.Framebuffer[frontbuf][0] && gpu.Framebuffer[frontbuf][1])
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{
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
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GL_UNSIGNED_BYTE, GPU.Framebuffer[frontbuf][0]);
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GL_UNSIGNED_BYTE, gpu.Framebuffer[frontbuf][0].get());
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER,
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GL_UNSIGNED_BYTE, GPU.Framebuffer[frontbuf][1]);
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GL_UNSIGNED_BYTE, gpu.Framebuffer[frontbuf][1].get());
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}
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glActiveTexture(GL_TEXTURE1);
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reinterpret_cast<GLRenderer*>(GPU.GPU3D.GetCurrentRenderer())->SetupAccelFrame();
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renderer.SetupAccelFrame();
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glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
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glBindVertexArray(CompVertexArrayID);
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