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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.
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@ -16,8 +16,11 @@
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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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#include <stdio.h>
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#include <string.h>
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#include "GPU_OpenGL.h"
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#include <cstdio>
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#include <cstring>
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#include "NDS.h"
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#include "GPU.h"
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#include "Config.h"
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@ -26,34 +29,10 @@
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namespace GPU
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{
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namespace GLCompositor
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{
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using namespace OpenGL;
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int Scale;
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int ScreenH, ScreenW;
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GLuint CompShader[1][3];
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GLuint CompScaleLoc[1];
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GLuint Comp3DXPosLoc[1];
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GLuint CompVertexBufferID;
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GLuint CompVertexArrayID;
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struct CompVertex
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{
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float Position[2];
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float Texcoord[2];
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};
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CompVertex CompVertices[2 * 3*2];
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GLuint CompScreenInputTex;
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GLuint CompScreenOutputTex[2];
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GLuint CompScreenOutputFB[2];
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bool Init()
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bool GLCompositor::Init()
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{
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if (!OpenGL::BuildShaderProgram(kCompositorVS, kCompositorFS_Nearest, CompShader[0], "CompositorShader"))
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//if (!OpenGL::BuildShaderProgram(kCompositorVS, kCompositorFS_Linear, CompShader[0], "CompositorShader"))
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@ -144,7 +123,7 @@ bool Init()
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return true;
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}
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void DeInit()
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void GLCompositor::DeInit()
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{
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glDeleteFramebuffers(2, CompScreenOutputFB);
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glDeleteTextures(1, &CompScreenInputTex);
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@ -157,12 +136,12 @@ void DeInit()
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OpenGL::DeleteShaderProgram(CompShader[i]);
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}
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void Reset()
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void GLCompositor::Reset()
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{
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}
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void SetRenderSettings(RenderSettings& settings)
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void GLCompositor::SetRenderSettings(RenderSettings& settings)
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{
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int scale = settings.GL_ScaleFactor;
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@ -188,7 +167,7 @@ void SetRenderSettings(RenderSettings& settings)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void Stop()
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void GLCompositor::Stop()
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{
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for (int i = 0; i < 2; i++)
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{
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@ -202,7 +181,7 @@ void Stop()
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void RenderFrame()
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void GLCompositor::RenderFrame()
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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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@ -236,17 +215,16 @@ void RenderFrame()
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}
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glActiveTexture(GL_TEXTURE1);
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GPU3D::GLRenderer::SetupAccelFrame();
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reinterpret_cast<GPU3D::GLRenderer*>(GPU3D::CurrentRenderer.get())->SetupAccelFrame();
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glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
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glBindVertexArray(CompVertexArrayID);
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glDrawArrays(GL_TRIANGLES, 0, 4*3);
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}
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void BindOutputTexture(int buf)
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void GLCompositor::BindOutputTexture(int buf)
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{
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glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex[buf]);
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}
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}
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}
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