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https://github.com/melonDS-emu/melonDS.git
synced 2025-07-24 14:49:53 -06:00
Make the initial 3D renderer configurable via NDSArgs
(#1913)
* Allow 3D renderers to be created without passing `GPU` to the constructor * Make the initial 3D renderer configurable via `NDSArgs` * Fix a compiler error
This commit is contained in:
@ -29,19 +29,19 @@ namespace melonDS
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class SoftRenderer : public Renderer3D
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{
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public:
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SoftRenderer(melonDS::GPU& gpu, bool threaded = false) noexcept;
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SoftRenderer(bool threaded = false) noexcept;
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~SoftRenderer() override;
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void Reset() override;
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void Reset(GPU& gpu) override;
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void SetThreaded(bool threaded) noexcept;
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void SetThreaded(bool threaded, GPU& gpu) noexcept;
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[[nodiscard]] bool IsThreaded() const noexcept { return Threaded; }
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void VCount144() override;
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void RenderFrame() override;
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void RestartFrame() override;
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void VCount144(GPU& gpu) override;
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void RenderFrame(GPU& gpu) override;
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void RestartFrame(GPU& gpu) override;
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u32* GetLine(int line) override;
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void SetupRenderThread();
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void SetupRenderThread(GPU& gpu);
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void StopRenderThread();
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private:
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// Notes on the interpolator:
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@ -429,16 +429,16 @@ private:
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};
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template <typename T>
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inline T ReadVRAM_Texture(u32 addr) const
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inline T ReadVRAM_Texture(u32 addr, const GPU& gpu) const
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{
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return *(T*)&GPU.VRAMFlat_Texture[addr & 0x7FFFF];
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return *(T*)&gpu.VRAMFlat_Texture[addr & 0x7FFFF];
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}
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template <typename T>
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inline T ReadVRAM_TexPal(u32 addr) const
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inline T ReadVRAM_TexPal(u32 addr, const GPU& gpu) const
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{
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return *(T*)&GPU.VRAMFlat_TexPal[addr & 0x1FFFF];
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return *(T*)&gpu.VRAMFlat_TexPal[addr & 0x1FFFF];
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}
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u32 AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) const noexcept;
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u32 AlphaBlend(const GPU3D& gpu3d, u32 srccolor, u32 dstcolor, u32 alpha) const noexcept;
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struct RendererPolygon
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{
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@ -452,23 +452,22 @@ private:
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};
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melonDS::GPU& GPU;
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RendererPolygon PolygonList[2048];
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void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const;
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u32 RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const;
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void PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow);
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void TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const;
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u32 RenderPixel(const GPU& gpu, const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const;
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void PlotTranslucentPixel(const GPU3D& gpu3d, u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow);
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void SetupPolygonLeftEdge(RendererPolygon* rp, s32 y) const;
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void SetupPolygonRightEdge(RendererPolygon* rp, s32 y) const;
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void SetupPolygon(RendererPolygon* rp, Polygon* polygon) const;
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void RenderShadowMaskScanline(RendererPolygon* rp, s32 y);
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void RenderPolygonScanline(RendererPolygon* rp, s32 y);
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void RenderScanline(s32 y, int npolys);
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u32 CalculateFogDensity(u32 pixeladdr) const;
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void ScanlineFinalPass(s32 y);
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void ClearBuffers();
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void RenderPolygons(bool threaded, Polygon** polygons, int npolys);
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void RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y);
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void RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y);
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void RenderScanline(const GPU& gpu, s32 y, int npolys);
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u32 CalculateFogDensity(const GPU3D& gpu3d, u32 pixeladdr) const;
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void ScanlineFinalPass(const GPU3D& gpu3d, s32 y);
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void ClearBuffers(const GPU& gpu);
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void RenderPolygons(const GPU& gpu, bool threaded, Polygon** polygons, int npolys);
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void RenderThreadFunc();
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void RenderThreadFunc(GPU& gpu);
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// buffer dimensions are 258x194 to add a offscreen 1px border
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// which simplifies edge marking tests
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