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

79
src/GPU2D_Soft.h Normal file
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/*
Copyright 2016-2020 Arisotura
This file is part of melonDS.
melonDS is free software: you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free
Software Foundation, either version 3 of the License, or (at your option)
any later version.
melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with melonDS. If not, see http://www.gnu.org/licenses/.
*/
#pragma once
#include "GPU2D.h"
class GPU2D_Soft : public GPU2D
{
public:
GPU2D_Soft(u32 num);
~GPU2D_Soft() override {}
void DrawScanline(u32 line) override;
void DrawSprites(u32 line) override;
void VBlankEnd() override;
protected:
void MosaicXSizeChanged() override;
private:
alignas(8) u32 BGOBJLine[256*3];
u32* _3DLine;
alignas(8) u32 OBJLine[256];
alignas(8) u8 OBJIndex[256];
u32 NumSprites;
u8 MosaicTable[16][256];
u8* CurBGXMosaicTable;
u8* CurOBJXMosaicTable;
u32 ColorBlend4(u32 val1, u32 val2, u32 eva, u32 evb);
u32 ColorBlend5(u32 val1, u32 val2);
u32 ColorBrightnessUp(u32 val, u32 factor);
u32 ColorBrightnessDown(u32 val, u32 factor);
u32 ColorComposite(int i, u32 val1, u32 val2);
template<u32 bgmode> void DrawScanlineBGMode(u32 line);
void DrawScanlineBGMode6(u32 line);
void DrawScanlineBGMode7(u32 line);
void DrawScanline_BGOBJ(u32 line);
static void DrawPixel_Normal(u32* dst, u16 color, u32 flag);
static void DrawPixel_Accel(u32* dst, u16 color, u32 flag);
typedef void (*DrawPixel)(u32* dst, u16 color, u32 flag);
void DrawBG_3D();
template<bool mosaic, DrawPixel drawPixel> void DrawBG_Text(u32 line, u32 bgnum);
template<bool mosaic, DrawPixel drawPixel> void DrawBG_Affine(u32 line, u32 bgnum);
template<bool mosaic, DrawPixel drawPixel> void DrawBG_Extended(u32 line, u32 bgnum);
template<bool mosaic, DrawPixel drawPixel> void DrawBG_Large(u32 line);
void ApplySpriteMosaicX();
template<DrawPixel drawPixel>
void InterleaveSprites(u32 prio);
template<bool window> void DrawSprite_Rotscale(u32 num, u32 boundwidth, u32 boundheight, u32 width, u32 height, s32 xpos, s32 ypos);
template<bool window> void DrawSprite_Normal(u32 num, u32 width, u32 height, s32 xpos, s32 ypos);
void DoCapture(u32 line, u32 width);
};