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`
This commit is contained in:
Jesse Talavera-Greenberg
2023-11-29 09:23:11 -05:00
committed by GitHub
parent e973236203
commit 7caddf9615
15 changed files with 366 additions and 334 deletions

View File

@ -33,13 +33,13 @@ namespace melonDS
using namespace OpenGL;
std::unique_ptr<GLCompositor> GLCompositor::New(melonDS::GPU& gpu) noexcept
std::optional<GLCompositor> GLCompositor::New() noexcept
{
assert(glBindAttribLocation != nullptr);
std::array<GLuint, 3> CompShader {};
if (!OpenGL::BuildShaderProgram(kCompositorVS, kCompositorFS_Nearest, &CompShader[0], "CompositorShader"))
return nullptr;
return std::nullopt;
glBindAttribLocation(CompShader[2], 0, "vPosition");
glBindAttribLocation(CompShader[2], 1, "vTexcoord");
@ -48,12 +48,12 @@ std::unique_ptr<GLCompositor> GLCompositor::New(melonDS::GPU& gpu) noexcept
if (!OpenGL::LinkShaderProgram(CompShader.data()))
// OpenGL::LinkShaderProgram already deletes the shader program object
// if linking the shaders together failed.
return nullptr;
return std::nullopt;
return std::unique_ptr<GLCompositor>(new GLCompositor(CompShader, gpu));
return { GLCompositor(CompShader) };
}
GLCompositor::GLCompositor(std::array<GLuint, 3> compShader, melonDS::GPU& gpu) noexcept : CompShader(compShader), GPU(gpu)
GLCompositor::GLCompositor(std::array<GLuint, 3> compShader) noexcept : CompShader(compShader)
{
CompScaleLoc = glGetUniformLocation(CompShader[2], "u3DScale");
Comp3DXPosLoc = glGetUniformLocation(CompShader[2], "u3DXPos");
@ -92,7 +92,7 @@ GLCompositor::GLCompositor(std::array<GLuint, 3> compShader, melonDS::GPU& gpu)
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);
@ -101,7 +101,7 @@ GLCompositor::GLCompositor(std::array<GLuint, 3> compShader, melonDS::GPU& gpu)
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);
@ -112,10 +112,10 @@ GLCompositor::GLCompositor(std::array<GLuint, 3> compShader, melonDS::GPU& gpu)
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);
@ -129,9 +129,9 @@ 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);
@ -139,14 +139,75 @@ GLCompositor::~GLCompositor()
OpenGL::DeleteShaderProgram(CompShader.data());
}
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(const RenderSettings& settings) noexcept
void GLCompositor::SetScaleFactor(int scale) noexcept
{
int scale = settings.GL_ScaleFactor;
if (scale == Scale)
return;
Scale = scale;
ScreenW = 256 * scale;
@ -170,13 +231,12 @@ void GLCompositor::SetRenderSettings(const RenderSettings& settings) noexcept
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);
}
@ -184,9 +244,9 @@ void GLCompositor::Stop()
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void GLCompositor::RenderFrame()
void GLCompositor::RenderFrame(const GPU& gpu, GLRenderer& renderer) noexcept
{
int frontbuf = GPU.FrontBuffer;
int frontbuf = gpu.FrontBuffer;
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[frontbuf]);
@ -204,21 +264,21 @@ void GLCompositor::RenderFrame()
glUniform1ui(CompScaleLoc, Scale);
// TODO: support setting this midframe, if ever needed
glUniform1i(Comp3DXPosLoc, ((int)GPU.GPU3D.GetRenderXPos() << 23) >> 23);
glUniform1i(Comp3DXPosLoc, ((int)gpu.GPU3D.GetRenderXPos() << 23) >> 23);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
if (GPU.Framebuffer[frontbuf][0] && GPU.Framebuffer[frontbuf][1])
if (gpu.Framebuffer[frontbuf][0] && gpu.Framebuffer[frontbuf][1])
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU.Framebuffer[frontbuf][0]);
GL_UNSIGNED_BYTE, gpu.Framebuffer[frontbuf][0].get());
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU.Framebuffer[frontbuf][1]);
GL_UNSIGNED_BYTE, gpu.Framebuffer[frontbuf][1].get());
}
glActiveTexture(GL_TEXTURE1);
reinterpret_cast<GLRenderer*>(GPU.GPU3D.GetCurrentRenderer())->SetupAccelFrame();
renderer.SetupAccelFrame();
glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
glBindVertexArray(CompVertexArrayID);