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

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