Allow for a more modular renderer backends (#990)

* Draft GPU3D renderer modularization

* Update sources C++ standard to C++17

The top-level `CMakeLists.txt` is already using the C++17 standard.

* Move GLCompositor into class type

Some other misc fixes to push towards better modularity

* Make renderer-implementation types move-only

These types are going to be holding onto handles
of GPU-side resources and shouldn't ever be copied around.

* Fix OSX: Remove 'register' storage class specifier

`register` has been removed in C++17...
But this keyword hasn't done anything in years anyways.

OSX builds consider this "warning" an error and it
stops the whole build.

* Add RestartFrame to Renderer3D interface

* Move Accelerated property to Renderer3D interface

There are points in the code base where we do:
`renderer != 0` to know if we are feeding
an openGL renderer. Rather than that we can instead just have this be
a property of the renderer itself.
With this pattern a renderer can just say how it wants its data to come
in rather than have everyone know that they're talking to an OpenGL
renderer.

* Remove Accelerated flag from GPU

* Move 2D_Soft interface in separate header

Also make the current 2D engine an "owned" unique_ptr.

* Update alignment attribute to standard alignas

Uses standardized `alignas` rather than compiler-specific
attributes.

https://en.cppreference.com/w/cpp/language/alignas

* Fix Clang: alignas specifier

Alignment must be specified before the array to align the entire array.

https://en.cppreference.com/w/cpp/language/alignas

* Converted Renderer3D Accelerated to variable

This flag is checked a lot during scanline rasterization. So rather
than having an expensive vtable-lookup call during mainline rendering
code, it is now a public constant bool type that is written to only once
during Renderer3D initialization.
This commit is contained in:
Wunk
2021-02-09 14:38:51 -08:00
committed by GitHub
parent 891427c75c
commit a7029aebae
16 changed files with 1039 additions and 836 deletions

View File

@ -21,6 +21,7 @@
#include "NDS.h"
#include "GPU.h"
#include "GPU2D_Soft.h"
namespace GPU
{
@ -79,11 +80,10 @@ u8* VRAMPtr_BOBJ[0x8];
int FrontBuffer;
u32* Framebuffer[2][2];
int Renderer;
bool Accelerated;
int Renderer = 0;
GPU2D* GPU2D_A;
GPU2D* GPU2D_B;
std::unique_ptr<GPU2D> GPU2D_A = {};
std::unique_ptr<GPU2D> GPU2D_B = {};
/*
VRAM invalidation tracking
@ -145,25 +145,28 @@ u8 VRAMFlat_TexPal[128*1024];
u32 OAMDirty;
u32 PaletteDirty;
#ifdef OGLRENDERER_ENABLED
std::unique_ptr<GLCompositor> CurGLCompositor = {};
#endif
bool Init()
{
GPU2D_A = new GPU2D_Soft(0);
GPU2D_B = new GPU2D_Soft(1);
GPU2D_A = std::make_unique<GPU2D_Soft>(0);
GPU2D_B = std::make_unique<GPU2D_Soft>(1);
if (!GPU3D::Init()) return false;
FrontBuffer = 0;
Framebuffer[0][0] = NULL; Framebuffer[0][1] = NULL;
Framebuffer[1][0] = NULL; Framebuffer[1][1] = NULL;
Renderer = 0;
Accelerated = false;
return true;
}
void DeInit()
{
delete GPU2D_A;
delete GPU2D_B;
GPU2D_A.reset();
GPU2D_B.reset();
GPU3D::DeInit();
if (Framebuffer[0][0]) delete[] Framebuffer[0][0];
@ -250,9 +253,12 @@ void Reset()
memset(VRAMPtr_BBG, 0, sizeof(VRAMPtr_BBG));
memset(VRAMPtr_BOBJ, 0, sizeof(VRAMPtr_BOBJ));
int fbsize;
if (Accelerated) fbsize = (256*3 + 1) * 192;
else fbsize = 256 * 192;
size_t fbsize;
if (GPU3D::CurrentRenderer->Accelerated)
fbsize = (256*3 + 1) * 192;
else
fbsize = 256 * 192;
for (int i = 0; i < fbsize; i++)
{
Framebuffer[0][0][i] = 0xFFFFFFFF;
@ -283,17 +289,22 @@ void Reset()
void Stop()
{
int fbsize;
if (Accelerated) fbsize = (256*3 + 1) * 192;
else fbsize = 256 * 192;
if (GPU3D::CurrentRenderer->Accelerated)
fbsize = (256*3 + 1) * 192;
else
fbsize = 256 * 192;
memset(Framebuffer[0][0], 0, fbsize*4);
memset(Framebuffer[0][1], 0, fbsize*4);
memset(Framebuffer[1][0], 0, fbsize*4);
memset(Framebuffer[1][1], 0, fbsize*4);
#ifdef OGLRENDERER_ENABLED
if (Accelerated)
GLCompositor::Stop();
#endif
// This needs a better way to know that we're
// using the OpenGL renderer specifically
if (GPU3D::CurrentRenderer->Accelerated)
CurGLCompositor->Stop();
#endif
}
void DoSavestate(Savestate* file)
@ -382,37 +393,42 @@ void InitRenderer(int renderer)
#ifdef OGLRENDERER_ENABLED
if (renderer == 1)
{
if (!GLCompositor::Init())
CurGLCompositor = std::make_unique<GLCompositor>();
// Create opengl rendrerer
if (!CurGLCompositor->Init())
{
// Fallback on software renderer
renderer = 0;
GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
GPU3D::CurrentRenderer->Init();
}
else if (!GPU3D::GLRenderer::Init())
GPU3D::CurrentRenderer = std::make_unique<GPU3D::GLRenderer>();
if (!GPU3D::CurrentRenderer->Init())
{
GLCompositor::DeInit();
// Fallback on software renderer
CurGLCompositor->DeInit();
CurGLCompositor.reset();
renderer = 0;
GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
}
}
else
#endif
{
GPU3D::SoftRenderer::Init();
GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
GPU3D::CurrentRenderer->Init();
}
Renderer = renderer;
Accelerated = renderer != 0;
}
void DeInitRenderer()
{
if (Renderer == 0)
{
GPU3D::SoftRenderer::DeInit();
}
GPU3D::CurrentRenderer->DeInit();
#ifdef OGLRENDERER_ENABLED
else
if (Renderer == 1)
{
GPU3D::GLRenderer::DeInit();
GLCompositor::DeInit();
CurGLCompositor->DeInit();
}
#endif
}
@ -421,13 +437,13 @@ void ResetRenderer()
{
if (Renderer == 0)
{
GPU3D::SoftRenderer::Reset();
GPU3D::CurrentRenderer->Reset();
}
#ifdef OGLRENDERER_ENABLED
else
{
GLCompositor::Reset();
GPU3D::GLRenderer::Reset();
CurGLCompositor->Reset();
GPU3D::CurrentRenderer->Reset();
}
#endif
}
@ -440,10 +456,12 @@ void SetRenderSettings(int renderer, RenderSettings& settings)
InitRenderer(renderer);
}
bool accel = Accelerated;
int fbsize;
if (accel) fbsize = (256*3 + 1) * 192;
else fbsize = 256 * 192;
if (GPU3D::CurrentRenderer->Accelerated)
fbsize = (256*3 + 1) * 192;
else
fbsize = 256 * 192;
if (Framebuffer[0][0]) { delete[] Framebuffer[0][0]; Framebuffer[0][0] = nullptr; }
if (Framebuffer[1][0]) { delete[] Framebuffer[1][0]; Framebuffer[1][0] = nullptr; }
if (Framebuffer[0][1]) { delete[] Framebuffer[0][1]; Framebuffer[0][1] = nullptr; }
@ -461,18 +479,15 @@ void SetRenderSettings(int renderer, RenderSettings& settings)
AssignFramebuffers();
GPU2D_A->SetRenderSettings(accel);
GPU2D_B->SetRenderSettings(accel);
if (Renderer == 0)
{
GPU3D::SoftRenderer::SetRenderSettings(settings);
GPU3D::CurrentRenderer->SetRenderSettings(settings);
}
#ifdef OGLRENDERER_ENABLED
else
{
GLCompositor::SetRenderSettings(settings);
GPU3D::GLRenderer::SetRenderSettings(settings);
CurGLCompositor->SetRenderSettings(settings);
GPU3D::CurrentRenderer->SetRenderSettings(settings);
}
#endif
}
@ -1149,7 +1164,9 @@ void StartScanline(u32 line)
GPU3D::VBlank();
#ifdef OGLRENDERER_ENABLED
if (Accelerated) GLCompositor::RenderFrame();
// Need a better way to identify the openGL renderer in particular
if (GPU3D::CurrentRenderer->Accelerated)
CurGLCompositor->RenderFrame();
#endif
}
}