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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:
69
src/GPU2D.h
69
src/GPU2D.h
@ -28,13 +28,15 @@ public:
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GPU2D(u32 num);
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virtual ~GPU2D() {}
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GPU2D(const GPU2D&) = delete;
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GPU2D& operator=(const GPU2D&) = delete;
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void Reset();
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void DoSavestate(Savestate* file);
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void SetEnabled(bool enable) { Enabled = enable; }
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void SetFramebuffer(u32* buf);
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virtual void SetRenderSettings(bool accel) = 0;
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u8 Read8(u32 addr);
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u16 Read16(u32 addr);
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@ -115,8 +117,8 @@ protected:
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u16 MasterBrightness;
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u8 WindowMask[256] __attribute__((aligned (8)));
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u8 OBJWindow[256] __attribute__((aligned (8)));
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alignas(8) u8 WindowMask[256];
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alignas(8) u8 OBJWindow[256];
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void UpdateMosaicCounters(u32 line);
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void CalculateWindowMask(u32 line);
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@ -124,65 +126,4 @@ protected:
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virtual void MosaicXSizeChanged() = 0;
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};
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class GPU2D_Soft : public GPU2D
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{
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public:
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GPU2D_Soft(u32 num);
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~GPU2D_Soft() override {}
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void SetRenderSettings(bool accel) override;
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void DrawScanline(u32 line) override;
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void DrawSprites(u32 line) override;
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void VBlankEnd() override;
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protected:
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void MosaicXSizeChanged() override;
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private:
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bool Accelerated;
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u32 BGOBJLine[256*3] __attribute__((aligned (8)));
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u32* _3DLine;
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u32 OBJLine[256] __attribute__((aligned (8)));
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u8 OBJIndex[256] __attribute__((aligned (8)));
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u32 NumSprites;
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u8 MosaicTable[16][256];
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u8* CurBGXMosaicTable;
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u8* CurOBJXMosaicTable;
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u32 ColorBlend4(u32 val1, u32 val2, u32 eva, u32 evb);
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u32 ColorBlend5(u32 val1, u32 val2);
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u32 ColorBrightnessUp(u32 val, u32 factor);
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u32 ColorBrightnessDown(u32 val, u32 factor);
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u32 ColorComposite(int i, u32 val1, u32 val2);
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template<u32 bgmode> void DrawScanlineBGMode(u32 line);
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void DrawScanlineBGMode6(u32 line);
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void DrawScanlineBGMode7(u32 line);
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void DrawScanline_BGOBJ(u32 line);
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static void DrawPixel_Normal(u32* dst, u16 color, u32 flag);
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static void DrawPixel_Accel(u32* dst, u16 color, u32 flag);
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typedef void (*DrawPixel)(u32* dst, u16 color, u32 flag);
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void DrawBG_3D();
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template<bool mosaic, DrawPixel drawPixel> void DrawBG_Text(u32 line, u32 bgnum);
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template<bool mosaic, DrawPixel drawPixel> void DrawBG_Affine(u32 line, u32 bgnum);
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template<bool mosaic, DrawPixel drawPixel> void DrawBG_Extended(u32 line, u32 bgnum);
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template<bool mosaic, DrawPixel drawPixel> void DrawBG_Large(u32 line);
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void ApplySpriteMosaicX();
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template<DrawPixel drawPixel>
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void InterleaveSprites(u32 prio);
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template<bool window> void DrawSprite_Rotscale(u32 num, u32 boundwidth, u32 boundheight, u32 width, u32 height, s32 xpos, s32 ypos);
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template<bool window> void DrawSprite_Normal(u32 num, u32 width, u32 height, s32 xpos, s32 ypos);
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void DoCapture(u32 line, u32 width);
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};
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#endif
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